Check out the NEXT episode here! ⤵ ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-lxaXIE8_pTU.html Link that will make your brain 100x more HUGE if you press. ⤵ youtube.com/@SomeRanDev?sub_confirmation=1
A Link to the Past does actually have a z axis that it does use for several things, although usually you can't actually tell it's doing anything It even uses actual 3D objects for the triforce and crystal animations Anyway, great video!
@@SomeRanDev I know a couple of people who wrote their own engine and suffered terribly in the process, but ended up learning a bunch of things on how software works (and also that one shouldn't make an engine). But this isn't a general purpose engine, so there's a good chance it'll be less of a headache and more spaghetti from time to time.
That feeling when no existing game engine gives you the control/performance you want, so you make a game engine. Then 5 years go by and you realise you've never made a game.
I couldn't tell you how many times I've dreamt about playing an amazing game only to wake up and have the unfortunate realization that it doesn't really exist. The fact that you're actually doing something about it in your case is something I really admire. The cross-compatibility aspect in regards to the code base is also super cool! I look forward to seeing where this goes!
I distinctly remember a game that played like Skyrim had a baby with Borderlands 2. It was extremely fun in the dream, despite me only clearing one room and finding "Brick Wall Ore"
Funny thing about that 3DS port, it's not an emulator. The 3DS is running the game natively using GBA back compat mode. If your game is running at half speed on 3DS, that's how it's going to run on GBA. Good luck with the project, this seems insanely difficult but love how it's coming out.
@@ca_kayNope, every iteration of the DS has fully functioning GBA hardware in it, even the DSi. (Although it's unused without modding) And as the 3DS straight-up has the DS hardware built into it (that's why you're able to play DS games natively on it), it's also got GBA hardware! It's like a triple layer cake of native hardware goodness.
You truly have a gift for content creation- You’re also like a mad scientist for development. You’ve not only put tons of hours of work into your project, but the editing for this video alone is so remarkable. ❤
This is really cool to see, there's not many resources online on how to develop a GBA game so it's nice to see someone else trying it out. I've tried to use Butano before and my #1 issue was also that it took way too long to import images (and setting up the dev environment so I can build and run my code in VS Code took WAY too long)
I didn't go over it in the video, but one of the benefits of having a Windows exporter is I can build it fast while developing. I only need to do a lengthy GBA build on occasion to ensure they're consistent. 😁
I witnessed a game in a dream the night before last. It was called something something "J-house" and it was about the joker exploring an abandoned mansion. It had mystical elements and possibly a prince of persia: forgotten sands feel. Wish it was real. An actual way to look at the joker's irratic fighting style and underrated intelligence.
8:07 it rarely happens, but seeing gamer youtubers cook is always a nightmareish experience filled with endless, nauseating imagery of the most unimaginable cooking-gore.
Just got recommended this video. The editing, and jokes were hilarious; and this project is interesting. I love the idea of making games for old consoles. Definitely gonna keep watching.
Love this new type of content! I remember watching your videos 6-7 years ago when I started my game dev journey with RPG Maker VX Ace and MV! Now I'm using Unity and working with game dev for a living, it's so awesome to see one of my favorite youtubers come back. Love the new editing style and overall pace of the video 👍
This whole thing was really entertaining, and I wish you luck with your game!! This was so well put together, and though it's a small thing to me hearing some of the RPG maker noises in this was weirdly poetic. It was like a call back to your rpg maker past, and it really shows just how far you've come. 💖Hope to see more videos in the future! I've always found your videos enjoyable and being able to watch a 13 minute one was like finding the lost arc!!!
Dreams relating to game development are always pretty interesting. One time I had a dream about someone creating a fangame for a small game I've been working on, and it was a fairly wacky dream. While it wasn't anything too special, it did slightly change my perspective towards developing games
I always thought of having a RU-vid channel where I covered my entire face like how you are here, but I thought to myself, “nah it’d probably be weirdly static and boring.” I guess you just proved me wrong lol
I had a dream about an over the shoulder Final Fantasy game with a job system, and you fly. But there was also Tetris happening around the whole border of the game. I think I was playing 4 games at once and it would be imossible to replicate. Dream games are awesome though.
I remember once dreaming up some music. When I woke up, I tried singing it, and abruptly realized that the music wasn't physically possible - like, it had an additional whole step between C and D or something; like dreaming there were 6 numbers when counting from 1 to 5. Kindof a shame, it sounded cool.
@@Erhannis Look up microtonal music. King Gizzard and the Lizard Wizard have full albums with extra notes, called quartersteps. I'm not suggesting your dream music was possible, just suggesting that people make music with inbetween notes. Jacob Collier goes crazy with that stuff too.
On the 3DS, look into "open AGB firm" which lets you run GBA games in native mode off an SD card this will also be representative of real hardware behavior, as the 3DS actually contains a GBA, effectively (yeah I know, it's weird)
I LOVE THIS GENRE or (perspective) it Hardly EVER gets used. EVER! It's a shame because there is so much potential for this style. I hope more stuff comes out like this. I hope you continue having good luck with your creative genius and badass creative drive.
I litterally just had the Idea: "I think my game would be 10x more entretaining if it had undertale's bullet hell" and searched in google if anyone made a plugin for rpgmmv. Bro, you are a life saver fr. Thanks a lot, just tried with default configs and the plugin is very prominent. I really appreciate it, you just won one more sub.
Kinda reminds me of a similar experience I had. For some reason, my dream derailed from... Whatever it was about (can't remember jackshit) to me and a couple other guys I knew fighting some zombie skeleton thingies in a train station. The whole fight was from a bird view perspective, and the enemies were in the center while we were around them, some of us in a short line in front of them. The basic thing is, each time one of us attacked the enemies, they would then reposition themselves in a different spot around the enemies to "rest" and pass the turn to somebody else. My idea is a top-down turn-based battle system with two distinct zones: an "action zone", a space in front of the enemies where three of a maximum of four party members start the battle and where you're allowed to attack and use items, and a "rest zone", a point by the side of the battlefield where the party members go after taking action and cycle out with the one already there, where you can't be attacked but can't attack either. During each turn you have a limited number of actions, so you have to plan out the order in which to attack and the party member you want out during the enemy turn. Whoever is in the rest zone gets some of their HP and MP or whatever restored, and can help out during enemy attacks in some way or another by distracting them, or something (it's not that clear here, I gotta think of something). Now, if I only had any knowledge of game coding or anything regarding the concrete part of integrating this battle system into a real thing, I think it could be neat. I even have the story and setting around it in mind.
one time i made an image editor as a joke and my friend decided to port it to gba and made a game engine that could import his updated version of the image format. the gba is apparently rather easy to develop for since it's quick on its feet enough to use C. anyways i wish you good luck in your future optimizing this game assuming it gets made.
I was so confused about why I was recommended your channel, but I used to use this account to watch your RPG Maker videos an age ago. This video was dope! :)
the gba "emulator" on 3ds isnt actually an emulator, its running natively. basicly the 3ds is a super powered ds, and the ds is a super powered gba. not 100% sure about though you might have too look into it
Nahh, you right. The only thing was 3ds VC injector I used had options for native vs wrapped with emulator, and I couldn't get the native version, so the one in the video is the emulated version. If I can get native ver. to work, think it might be waaay better. Xd
Instant like and sub! Your style is so refreshing when it comes to dev logs, and I was reminded of NakeyJakey. Keep it up--and I hope you finish your game and dream!
You are a genius all coders are geniuses man thanks to you and all others we can explore worlds and play games we never imagined possible so i thank you and you earned a subscriber.
Don’t use floats. As soon as I heard “decimals” I started violently spamming thinking about how bad of an idea that is, especially on a processor that can’t divide. Other than that and the tile maps containing too many sprites, really cool, can’t wait to see your melatonin fever dream come to life!
This was way better than the dream i just woke up from that i dropped my dogs leash but had way too many things in my hands to grab it. I woke up, and realized i no longer have that dog.
Heh, really interesting setup to target both GBA and PC. I imagined using C++ directly with Butano and SFML/SDL2 backend to setup cross-platform. But using Haxe language is definitely unexpected
this is the first video i see from this channel and am ALL INNNNNNNNNNN , funny and informative video , i loved everything about it , subed and huge like to you sir you deserve it
this was an actually amazing video, was not expecting this from the guy i watch random rpgmaker tutorials from lol. u should be really proud of yourself fr this is amazing, looking forward to future videos!!
"I don't know how to monetize a Game Boy Advance game..." Get Limited Run Games or a similar outlet to get interested in producing a few copies. Or do it in-house with some preorders funding the bulk price on boards/roms. I know David Crane and Garry Kitchen sold at least a few thousand copies of Circus Convoy for $60+ boxed with manual, they did it independently (although I don't think they made as much as they wanted since it's been 2 years and they put Casey's Gold on hiatus and haven't announced any other titles).
Hell yeah. Just found out about this channel through your RPG maker tutorials. I had an idea for a game and thought RPG maker would be good but never used it. Your tutorials gave me so many ideas for my game. Than i found this banger, your content slaps. Wish i had more time to make videos.
Greetings from the youtube algorithm! The consumption gods have deemed fit to serve your content in my recommended page and I gotta say, Immediately hooked. Your video taught me a good bit about how the gba renders, engine structure, tile mapping, and os so sso much more. Your editing and voiceover vibes are chill but informative, without being cynical or offensive. I love the feel! I look forward to following along on your journey, so take my sub! May your channel grow so you can buy that hardware :D
From my personal experience, I don't think the poor frame rate on the 3ds isn't a fault of the game but rather the hardware. Even first party "legally obtained" GBA roms run that poorly on my 1st gen 3ds, so I think that it simply can't emulate the games at speed. I say this because the "new 3ds" doesn't have the same issue, and it's substantially more robust. Either way this looks great and I love the style of the video, I'm looking forward to seeing more in the future
Of note: the 3DS's GBA Virtual Console is *not* a softmare emulator! It actually uses a hardware-level compatibility mode derived from the original DS's GBA mode. It's running natively!
I'm kind of laughing at the "restrictions of the GBA". Especially when 256 colors is even considered a restriction, or 4 layers of tilemaps for that matter. Having worked on Amiga 500 for long this seems like an incredible luxury. I usually work with 32 colors on the screen at once (out of 4096 total colors... or 512 to make it Atari ST compatible). Most of the time you settle for 16 colors for extra performance. And in this mode you can only have one layer. If you want two layers say good bye to those colors, now you have 7 colors on the transparent layer, and 8 colors on the background layer. Sure, you have 8x total sprites at 3 colors, or 4x total sprites of 15 colors as well to further enhance the capability. But the hardware can't flip sprite- or tile graphics (horizontally or vertically), so you need to take into account to store the flipped versions in memory. but you can switch one or two colors of the palette for each line, so theoretically you can get more than 256 colors on screen at once. But that is a technical+artistic nightmare to work with... But to be fair, I love it, it feels like solving an incredibly difficult artistic puzzle. :)
I watched your videos before with the RPG Maker MV tutorials, and I gotta say that you have always been a joy to listen to. Your humor and everything are just the best, and thank you for putting my mind at ease in my early days of game dev. 😄
Got this recomended out of nowhere, so congrats on making it in the algorythm, love the editing and the script is really nice too, just got kinda weird with all the body over images thing, like, too much hand movement in and out of that weird robe's pockets, the fidgeting from side to side also looked uncomfortable, and it's understandable to have to move your head a lot more to show that you're talking, but it looks kinda weird without a face and even in power rangers it looked low key cringey. Maybe add some sort of face to the mask, and maybe also use your body but just from the waist up and a bit bigger, you could even play with a bit of rotation of it since you're not tied down to the floor anymore. But yeah, great stuff man, love the idea and the explanation of the step by step is great, keep it up and I'll definitely be coming back!
If you get an original model DS (with GBA slot), an R4 Flash Cart, and any bootleg GBA game, you can flash any rom you'd want to the bootleg cartridge. I did this before to prank a friend, and it was easy for me because I had all the stuff already. I don't know if this method would be any cheaper or more convenient for you, but the benefit is the cartridge will permanently hold your game instead of being loaded onto an SD card and accessed through a Flash Cart. I wish you luck on your project!
youll do great, just remember to learn things in depth when you can even if it delays a video over learning it well enough to appear to work this is the only way youll get the game done, and will be more rewarding when future steps arent buggy and delay the devlogs anyway, plus it’s fun to truly understand things
WHY DID YOU MAKE ALL OF THIS SO EASY LOOKING AND ACESSIBLE TO THE VIEWER (even though it's noticeable that at some parts you went a bit insane due to all the work you had lol) Histeria aside, I'm still getting the ropes of being a Programmer but, just by looking at everything you were doing and explaining, it all seemed like black magic I try to find useful engines to have some fun with some games I own but there's nothing really versatile Did you create engines just to make this work or did I get that wrong? I absolutely will follow you after this video, I hope your project pulls through you absolute madlad xD
When I was in my 20s I also spent insane amounts of time on making games. It was kinda fun and didn't pay off in any way, but ultimately it was the hardest work I've done. Being a dev on anything other than games is so much easier. Don't waste your energy on games too much dude, you have a life of programming ahead of you, don't do stuff to get sick of it!