Releases: pinobatch/libbet
Releases · pinobatch/libbet
Libbet and the Magic Floor v0.08
Improvement to onboarding new players.
Highlights:
- Revamp instructions with visual aids and add tutorial floor "Closet"
- Wait before detecting Super Game Boy
- Correct note periods to concert pitch
- Make shadow during jump more visible
- SGB, GBC: Lighten green to reduce Helmholtz-Kohlrausch illusion
- SGB: make border tile 0 transparent to reduce flash during fade
- Add an experimental way of allocating subroutines local variables, using a new feature of RGBDS 0.7
- Allow building with out-of-tree RGBDS for regression testing (RGBDS 0.7 includes this project as a test case! gbdev/rgbds#1260)
Libbet and the Magic Floor v0.07
This release incorporates a graphical facelift based on feedback in various Discord servers.
Highlights:
- Achievements: Don't get stuck if player earns "No scope" just before reaching the exit
- Wall facelift: Add volume and top-to-bottom gradient to wall (suggested by Daid); remove shear on side walls (suggested by DragonDePlatino); define door frame (suggested by M-Tee); darken area outside floor on GBC
- Add a shade to the underside of Libbet's body
- Floor: Larger dots on black tile (suggested by DragonDePlatino); larger flat areas on dark gray vent/grating tile moving detail to corners; square off corners (suggested by IRCWIP)
- Compute entire GBC palette before copying it first frame (reported by toxa)
- Switch to slightly faster random number generator
- Work around crash on boot related to STAT IRQ in VisualBoyAdvance
- Document sprite sheet rectangle list syntax (requested by ISSOtm)
- Switch from dedenter to RGBDS 0.4.0 indented local labels
Libbet and the Magic Floor v0.06
Now it's in color.
Highlights:
- Widen squash in landing cel
- Super Game Boy and Game Boy Color enhancement
- Scroll to center between debrief and copyright notice
- Code size optimizations
Libbet and the Magic Floor v0.05
It's been the better part of a year, and still no action on the last part of #6. So I decided I might as well push out what I have.
Game changes:
- Fix first word of attract text after achievements and combo
- Improve arm position in many cels
- Buzz on invalid move (#10)
- Make fades much smoother (#9)
- Make skin color distinct from sack color using 7-shade display
- Add pattern to black cell so as not to be misread as a hole
- Add intro that wipes away console maker logo
- Display combo that just ended, with sound effect
Behind the scenes:
- Build-time option to use tilemap $9C00 instead of $9800 (requested by mattcurrie)
- Docs: Describe achievement conditions, and clarify that some are harder than others (requested by ISSOtm)
- Docs: Document metasprite format (requested by ISSOtm)
- Rules research: Discover that bidirectional evaluation does not appreciably improve speed of floor reachability evaluation
- Encoding guide: Add SGB aspect ratio and frame blending
- Sketch larger versions of Libbet and title screen
- Sketch SGB, GBC, and Genesis floors
- Add tool to prototype an animation before coding it
Libbet and the Magic Floor v0.04
Highlights:
- A+B+Select+Start during gameplay to reset
- Combo counter shows number of tracks laid without hesitation
- Add achievements Completionist, Sink it, Dash for the door, No scope, No peeking, Restless
- Display achievements in a window when they are earned
- Display floor scores and achievements after completing all 5 floors
- Popslide: Option to limit length of +32 runs and literals to save ROM size
- "Debughex" option to display a variable at runtime even on hardware
- Rules research: Confirm 92% chance of seeing a dead end in a game
- Docs: Add guide to encoding video with bgb
9540 bytes used.
Feedback is appreciated:
- See how big of a combo you can make. I want to know whether players find it unduly difficult to make large combos.
- Come up with names for the floor sizes for use on the result screen. Currently I have "Corridor" for the 2x8 and "Anteroom" for the 4x4; the 6x4, 6x6, and 8x6 remain.
- Title screen and ending concepts are still welcome.
Libbet and the Magic Floor v0.03
This is a small release, as progress past the fifth floor is still behind writer's block.
Highlights:
- Rolling and landing sound better fit the material
- Reduce clicking when sound channel turns off
- Show squash cel when landing (first of 12 principles of animation)
- Make hands clearer in push-off cel
- Dead code removal and other size optimizations
- Rules research: Confirm that 100+ score for 8x6 is highly unlikely
- Comparative testing: Add patch to make GBA version work on GBA Movie Player
- 8611 bytes used
Libbet and the Magic Floor v0.02
Highlights include a demo, more obvious indication of the exit, and sound effects. Size is 8848 bytes.
- Combine identical strips, saving a few bytes
- Fix head bob when rolling left
- Draw track and score updates using Popslide, a VRAM transfer buffer
- Draw exit arrows at top left and right of 8-cell-tall floors
- Fade from white at 90% and 100% completion
- Fade to white on exit
- Tutorial demo (press Select)
- Separate Libbet's elbows in push-off cel
- Sound effects
- Animate falling in a hole and being ejected
Libbet and the Magic Floor v0.01
Initial release.
- In: floor generation, gameplay, animation of rolling and jumping, instructions, floor size sequence
- Not in quite yet: fancy title screen, overall score, animation of entering dead end, a proper attract mode, audio
Though the Game Boy's CPU is by no means 6502-like, this ROM coincidentally uses the first 6502 bytes, leaving the rest of 32K padded.