Homebrew Skateboarding platformer game for the Nintendo GameBoy. Built with GB Studio.
GB studio is used to manage assets/scenes/menus and modifying the engine code written in C for the actual mechanics.
The current vision of the game is to create a somewhat realistic 2D skateboarding game focussing on the aestetics of the animations and controls. With hopes allowing the player to endlessly roll through iconic skatespots doing satisfying grinds and flip tricks. Unfortunately I am in a constant battle with the sprite animation limit of the game boy, which is the main restraint for adding more tricks/animations to the game.
The early beta version of Grind Boy was more arcade themed using a smaller sprite and mario-like controls. Allowing the player to progress though a timeline of levels by jumping into the screens of various retro Nintendo consoles, with retro styled maps (mario-bros/tetris/pacman) that can be found in the assets folder. I may reuse them as a easteregg.
The latest Demo is a simple stripped back version of the game being used to test/fine-tune the controls and animations.
Download the ROM file or Click here to play online!
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| GameBoy Controls | Keyboard | Action |
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| A | z | Push (Move) |
| B | x | Ollie (Jump) - [Hold to increase hieght] |
| DOWN | DOWN | Tail Drag (Slow Down) |
| LEFT/RIGHT | LEFT/RIGHT | Kick Turn (change direction when stationary) |
| START | ENTER | Pause Menu |
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| Zone | Added | Map Finished | Obstacles Added | Parralax |
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| Skate-School/Woodward | Y | N | N | N |
| Southbank | Y | N | N | Y |
| MACBA | Y | N | Y | N |
| Love Park | Y | N | N | Y |
| Berrics | N | - | - | - |
| El Toro | N | - | - | - |
| Carlsbad | N | - | - | - |
| Cali Beach | N | - | - | - |
| Tampa | N | - | - | - |
| D Way's Hawaian Park | N | - | - | - |
| EasterEgg Isalnd | N | - | - | - |
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Animation : Main issue is the sprite limit restricts the number of allowed animations for the player.
GB STUDIO ACTOR LIMIT MET
menu rendering issue (work around could be to use a new scence)GB STUDIO ACTOR LIMIT MET
Flip tricksB
+Direction
(Kickflip animation already made)GB STUDIO ACTOR LIMIT MET
Bail Animations (Collisions/board not finished flipping)GB STUDIO ACTOR LIMIT MET
NollieGB STUDIO ACTOR LIMIT MET
Grind Mechanics (down to drop down / early pop out)GB STUDIO TILE LIMIT MET
Credits rendering issue- Animated background tiles (intro floor, ocean)
- AI Aircraft Shadows (to improve perspective)
- Add Sound effects (Menu/Pop/Landing/Rolling/Grinds)
- Add Lofi/Hip-Hop
- Phone option in menu (call hank/pilot)
- DJ option (control music tracks / mute)
- Improve Level Design (add obstacles - stairs/grinds/man-holes)
- Colors (Retro Gameboy style pallettes throughout)
- Re-add old Platformer engine feautures to include old maps
I need to learn how to call animation states and sound effects within the engine c code, to prevent repeating logic for animations + movement in visual code.
- GB Studio Docs https://www.gbstudio.dev/docs/
- Music Tool Convert
.mod
to.uge
https://github.com/SuperDisk/hUGETracker/releases/tag/1.0b9 - Plugins - Engine/player Field scripts https://github.com/pau-tomas/gb-studio-plugins
- Tile Counter http://gb-studio-tile-count.glitch.me/