6 years ago
Have more people to enjoy your game! We'll put it in every new Gamebuino (with your agreement).
Inspire the others. If your game is well made and documented, others will follow your path.
Make money. Step 1 Quality Seal - Step 2 - Step 3 Profit (nah, seriously, we'll tell you more later).
Make sure you comply with everything below and send us a message through the chat :)
Things in bold are mandatory. Other things are optional, you might not need them. It's just so you know where they go.
Have the game with the source + the binaries on GitHub (or other repos) with the following structure.
Let's say your game is named MyGame:
Note: *.GMV files are automatically generated when you display the *.BMP for the first time on the Gamebuino META. It's better to include them so people don't have to wait for them to be generated. Include GMV if you have animated *.BMP as conversion times can be long. More information on that can be found here.
Make a Creation so that it appears in the Creations page. Please include the following.
Check out the Arduino Style Guide for easy-to-read, beginner-friendly code.
You need to have the rights of what your share, including the art, the code and the names.
NEW 6 years ago
You could maybe add the resolution preconised for the screenshots and specifications (as you done for titlescreen.bmp) for the recording
You write tileset.psd but any reason for the psd ? why not png for example ? it's because it's the source of the asset and have to be converted to be used ?
binaries/MyGame/ICON.BMP is writen 2 times
Another question but probably because i have a little brain: i see TITLESCREEN.BMP and i understand why but no idea for the TITLESCREEN.GMV (i don't remember the use)
It's all i see for the moment about this "Seal of Quality" and i think it's a very good idea to have write it quickly ;)
Aurélien Rodot
6 years ago
It's a draft, thank you very much for your feedback, we'll improve it over time :)
I fixed ICON.BMP thanks
For tileset.psd it's a photoshop format... it's just an example. The idea is to put the source of the assets (if any), not the final exported assets. This way if anybody want to edit them it's easier.
You didn't see the note about the GMV files ? It's not clear ?
NEW 6 years ago
It's a draft, thank you very much for your feedback, we'll improve it over time :)
I fixed ICON.BMP thanks
For tileset.psd it's a photoshop format... it's just an example. The idea is to put the source of the assets (if any), not the final exported assets. This way if anybody want to edit them it's easier.
You didn't see the note about the GMV files ? It's not clear ?
NEW 6 years ago
Sorry Rodot, i missed it... The note is clear. No problem exept my attention on the text (sorry).
Not sure but you could maybe add a part on the start commentary with recommandation on the form
(Title, version, date of creation, author, source if any or modification of an existing open code to standardize a little but it's not very important as it could be in the game description too
Aurélien Rodot
6 years ago
No problem at all, I added "see note" so people dont miss it now :)
You mean explanation about the form on the Create page ? We're going to improve the creation page for it to be self-explanatory, it won't need no manual ;)
NEW 6 years ago
No problem at all, I added "see note" so people dont miss it now :)
You mean explanation about the form on the Create page ? We're going to improve the creation page for it to be self-explanatory, it won't need no manual ;)
NEW 6 years ago
Use the default 80x64px resolution and use the Official Gamebuino Palette (follow the link to see why).
Wait what ?
I actually thought the 160*128 with 16 indexed color (which is the Gamebuino Palette, no ?) would be the "norm" ?
And that 80*64 would be the "other norm". Is this why i only see 80*64 in the mockup thread ?
Even if i see plenty of awesome things there i'm more locking forward to 160*128 games. Don't you think this would make people only do 80*64 games ? (even if it's not bolded and not mandatory this seems heavily suggested).
I already feel that the 160*128 is really underused and i fear that it would become worst with that.
Other than that it's an awesome idea. Games will be clean and looks more polished like this and it'll help a lot to have the same "structure" when you add a game to your Gambuino.
Also the "seal of quality" reminds me a lot of the NES area. And that's not a bad thing !
NEW 6 years ago
Well yes we prefer the 80*64px resolution over 160*128px because:
But you are free to go off-palette and off-resolution ;)
And yes "Seal Of Quality" is pretty retro, but doesn't seem to be trademarked by Nintendo so I thought it was a cool name. Kudos to @Valden for the suggestion!
NEW 6 years ago
All BMPs I try to create for TITLESCREEN.BMP or ICON.BMP crash the Gamebuino META as soon as it tries to display them. Is there a guide how to save the right format, or how to generate the .GMV files off-device?
e.g. as soon as I scroll to a position in the loader menu where a part of my icon would be displayed, the menu freezes. If my application was open and I add the title screen, turning the Gamebuino META back on freezes it on a black screen where it would normally display the title screen.
I've tried BMP export in Pixelmator and Preview but I am comfortable with the command line if there's a bullet proof way to convert to the right format using CLI
alxm
6 years ago
Some things to check:
You could also just copy and edit a working icon from another game :-)
NEW 6 years ago
Some things to check:
You could also just copy and edit a working icon from another game :-)
NEW 6 years ago
Ooof, invalid BMPs shouldn't crash the loader. Would you mind sending them to me somehow so that I can look into it?
lastfuture
6 years ago
Here, these are the BMPs crashing the loader: http://wolkenspeicherplatz.de/stuff/crashybmps.zip
NEW 6 years ago
O.K i'm the most lucky dude on the planet i've done everything (maybe) fine
BUT everytime i launch the game i have a white screen 11 time on 12
here is the content of the file with the game
NEW 6 years ago
Here, these are the BMPs crashing the loader: http://wolkenspeicherplatz.de/stuff/crashybmps.zip
Sorunome
6 years ago
Thank you, I was able to find and fix the issue:
It was a problem within the library itself where BMPs with negative height weren't supported correctly. BMPs with negative height are supposed to be flipped, so I added support for that now in the library, and tried to recompile the loader and it is working. Since I didn't update any binaries....just wait a bit for that to distribute! ^.^
EDIT:
Also, the loader didn't crash. It just thought it had to convert 65535 frames......which takes ages, lol
NEW 6 years ago
Thank you, I was able to find and fix the issue:
It was a problem within the library itself where BMPs with negative height weren't supported correctly. BMPs with negative height are supposed to be flipped, so I added support for that now in the library, and tried to recompile the loader and it is working. Since I didn't update any binaries....just wait a bit for that to distribute! ^.^
EDIT:
Also, the loader didn't crash. It just thought it had to convert 65535 frames......which takes ages, lol