#Digital Odyssey: Clean Shift
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Since people here have projects they've been working on for many years (or a decade, in the case of Eternal Memory), having a sixteen month long development cycle for my game (currently ten months) doesn't feel so bad for me
I'm working on Chapter Five but I feel like I need rework Chapter One a bit to make this one better
I'm not gonna reorder Chapters Five to Seven out of sheer laziness, but there will be dialogue and gameplay changes if you play them out of order (your chapter choice could make the other two chapters easier)
I haven't made the galactic map yet but if it isn't clear by now, this game works a bit like the OG Star Ocean: interconnected maps with no minimap
Thankfully there's a lot less backtracking
Not dead but I've been away from home the whole weekend and friday
Gonna lock in to finish Chapter Five, needs a few more enemies
Gotta speed up development so I'm gonna have to make some cuts and changes
For example, vending machines will no longer be interactable objects since they effectively replace inns and were always designed as background decorations
I understand why you did the same in this situation, but the one thing I didn't really like about chrono trigger was the lack of interactable objects.
I like to do these, this time a bit more realistic
Development Completion:
CH1 ๐ฉ๐ฉ๐ฉ๐ฉ๐ฉ ๐
CH2 ๐ฉ๐ฉ๐ฉ๐ฉ๐ฉ ๐
CH3 ๐ฉ๐ฉ๐ฉ๐ฉ๐ฉ ๐
CH4 ๐ฉ๐ฉ๐ฉโฌโฌ
CH5 ๐ฉ๐ฉ๐ฉโฌโฌ
CH6 ๐ฉ๐ฉ๐ฉโฌโฌ
CH7 ๐ฉ๐ฉโฌโฌโฌ
CH8 ๐ฉ๐ฉ๐ฉโฌโฌ
CH9 ๐ฉโฌโฌโฌโฌ
CH10 โฌโฌโฌโฌโฌ
CH11 โฌโฌโฌโฌโฌ
CH12 ๐ฉ๐ฉโฌโฌโฌ
Added a new enemy for Chapter Five and slowly the rest of Terranova and its cutscenes
It'll probably be the first chapter I get to finish in a long time
Not super confident on what the quality of the dialogue will be
Pics and vids will come later
To be frank, Chapter Three (the one where you escape the Pynzers) is currently my favorite chapter of the game
Chapter One is more of a tutorial and Chapter Two still needs a lot of TLC, I'm kind of ashamed of how I shipped it in the Demo
You made a F
rat mafia castle test
That is a mystery I cannot reveal yet.
Mystery more like I don't want to break TOS

Souls do not have gender but can possess human-like forms.
WIP Galaxy Map
The purple parts will be the asteroid belts and there are two planets that aren't accessible in the game (story reasons)
Some of these letters correspond to space stations, like Terranova
me when uhhhhhhhhhhhhhhhh
It's funny how with the power of Furnace Tracker in my hands the rest of the tracks sound a little less impressive (because there were made with the built-in tracker, which isn't as good)
That's mainly because of the weak percussion, I'm gonna put the new bass drums and kicks from Reign of Hatred into the rest of the soundtrack
Also Pearl Coast is getting more fleshed out
...completely forgot about this minigame, dang it
As I'm writing the dialogue, it's clear that Chapter Four will be the comedic chapter
I'm tempted to redraw most (if not all) locations to optimize tile usage and make the game look better in some parts
For example, the alien palm trees in Yangamaya look a bit awkward to look at, specially in Color due to the color bleed (the tiles use all four colors per tile)
In contrast, the pines of Ganood have a nice contrast between the lighter leaves and the darker stump
To be fair, that palm tree design is a really old one
Yangamaya rework done
It's not perfect but it's leagues above the original
I redrew nearly every single scene in Yangamaya, mainly to reduce the amount of unique tiles in them
The tileset is still huge (253 tiles), so this is more of a "eh, why not" thing than an optimization or storage thing
I could condense all of the single screen scenes into one big scene, for the same reason:
Because I can (and it looks more tidy)
No exams left now, but the heat is making me very slooooow
I haven't picked up the PC since yesterday
it's suuuper hot where I am too, I completely get you; our work computers are upstairs and neither me or my wife want to go lol
And even your computer doesn't want to be on because he will be screaming in pain
Neither the fan is enough to cool him
At last, fresh air
Nah it's just hot air XD
I don't know what Field Ability Ralphina will have
The first one was breaking walls with bombs, but it wasn't much in her character so I gave that ability to Rexford (he uses his fists instead)
The other was repairing objects, which while it does fit with her being a mechanic, it's a boring ability that screams "throwaway idea"
Instead, she could throw and push blocks of ice (like Kickle Cubicle), I wonder how I could pull that off in GBS
For context:
Scrappy mops hurting tiles (like broken glass).
Maroon stuns (most) enemies.
Yaejani cuts down plants and cables.
Rexford breaks things with his fists.
They're all meant to spice up dungeons
I feel a bit overwhelmed with Chapter Four, maybe because of the size of it:
Santarina is a huge city, you take the metro to a huge baseball stadium, then you get marooned (bah-dum-tss) in a huge desert and you return to the city through currently undecided means to fly to the Rangers' outer space base
Also I'm tempted to redo the entire soundtrack in Furnace Tracker
And maybe a new demo because the original one just isn't as good
Are you sure....
nah, just the percussion
although any new songs will be made with Furnace
I can't stand using the built-in tracker
You gonna be using fur2uge?
Uh huh
Preference, it's much more capable
I started making music with Famitracker and then I jumped to Furnace
The built-in one and hUGEtracker feel very janky
I'm planning on replacing the main battle theme, Duel, because it pretty much is a placeholder track
Even with flourishes it wasn't meant to stick around for that long
But wouldn't it be boiled down to hUGE standards at the end of the day anyway? Or does it genuinely sound better ingame?
hUGE is easy enough for me to use but it's been getting annoying with all the clicking when I change volume
The issue isn't how it sounds, but the process of making the songs
I make the songs with the sound driver limitations in mind, including the 64Hz tempo increase (which actually makes them sound more energetic)
Both Furnace and hUGEtracker sound the same, but I'd much prefer Furnace's extra tools and flexibility
Although since most of these songs need better percussion, I can use the GBS tracker
Subpatterns are the key to making that percussion work
7 bit noise is also very underrated
This is my secret sauce for good percussion:
I use B5 for Bass Drums and B4 for Kick Drums
Because of the way the subpattern works, higher notes sustain the hissing part of the drum less, while lower notes sound crunchier
I found a way to make good, single-channel Game Boy percs
My other game, Millennium Gun, has more of a Sunsoft flair (although I was inspired to make it sound like that from the Xerd no Densetsu OST), so it sacrifices the Wave channel for the punchier part of the drums
Here's what the Amen Break sounds like, with only the Noise channel
(the cymbals are simple short decay instruments)
In Furnace the drums are E3 and E2, but in GBS it's B5 and B4
Due to the way the two trackers handle noise note inputs
WIP galaxy map
making the caves
Soundtrack tweak finished, time to make some new songs
I've still got to redo an exam
but that won't impact development
Better looking asteroid belt and a portion of the near-finalized cave
Tomorrow I'll start making the town tileset for Ganood
Template for Ganood house interiors
This guy is a machine
When the weather turns you into a popsicle, your best shot at surviving is underground
No updates, been out of town
I wonder why some of y'all have compared this game to Undertale
Like, I get the comparisons and I've played it too (up until halfway through Snowdin, I haven't beaten it yet) but I dunno if there's anything extra that got into this one subconsciously
Because I'm making this game more with Mystic Quest and MegaTen as inspirations
The player's actions don't really change the narrative, I didn't plan the game with that in mind, and if I did it would've looked way, way different
Crazy idea: join all of the single screen scenes into one
To be honest, I don't quite see it either, but I think it's just because of the general vibe. Maybe it's because the art style is kinda similar~ish to what you'd find in UT I guess ? I, personally, see FF/MQ way more that Undertale but ehh ยฏ_(ใ)_/ยฏ
I think it seems """quirky""" to an extent, and I feel like there's a subsect of the gaming community who have only experienced UT as a """quirky""" title. I don't personally think UT first thing when looking at your game.
Crazy perhaps clinically insane
Worked out well, finished the house interiors for Yangamaya (except the Mall because it's a dungeon)
Now I'm gonna do the same to Terranova and Pacifica
Making the rest of the Terranova station (for Chapter 5)
Medical and Trading sectors
I just finished a major cutscene but it is HEAVY spoiler material
So I'm not going to show it...
Let's just say that there was darkness the half-blind wolf couldn't see.
Development Completion:
CH1 ๐ฉ๐ฉ๐ฉ๐ฉ๐ฉ ๐ โญ
CH2 ๐ฉ๐ฉ๐ฉ๐ฉ๐ฉ ๐ โญ
CH3 ๐ฉ๐ฉ๐ฉ๐ฉ๐ฉ ๐ โญ
CH4 ๐ฉ๐ฉ๐ฉโฌโฌ
CH5 ๐ฉ๐ฉ๐ฉ๐ฉโฌ
CH6 ๐ฉ๐ฉ๐ฉโฌโฌ
CH7 ๐ฉ๐ฉ๐ฉโฌโฌ
CH8 ๐ฉ๐ฉ๐ฉโฌโฌ
CH9 ๐ฉโฌโฌโฌโฌ
CH10 โฌโฌโฌโฌโฌ
CH11 โฌโฌโฌโฌโฌ
CH12 ๐ฉ๐ฉ๐ฉโฌโฌ
Game Completion: Around 60%
While not very accurate, the blocks give a feel for what's left to add
The stars means that the chapter is completely done, no more changes will be made in it
The middle has a lot of reused scenery from the first three chapters, CH8 is rather short and only the shmup level and wild west towns are left to add there
CH4 and CH9 are going to be longer than the others, which is why they haven't advanced much in development
Once CH2 gets the โญ, I'll make a new demo to replace the old, not very good demos
Sounds strange, but there's only around four months left until the end of the year, and I'm confident I can finish this game before Christmas
(not sure about releasing on Halloween, that's a bit of a stretch)
Gonna experiment with GBVM to see if I can improve the battle system flow on Monochromes
Because it stutters a lot
Well I learned a different way to do tileswapping, but the improvements are very slight
I have to look deeper into my Battle System code, it can't be just the tileswapping
(although tomorrow I'll try to disable all of the tileswap events to see if that's the root of the stuttering)
Saving this for later...
VM_SET_CONST VAR_TEMPCOUNT, 0
draw_loop = .
VM_GET_TILE_XY VAR_TEMPTILE, VAR_TEMPX, VAR_TEMPY
VM_REPLACE_TILE VAR_TEMPTILE, ___bank_tileset_font, _tileset_font, VAR_TEMPTILESET, 1
; BG Tile Index, Tileset Bank, Tileset,
; Tileset Tile Index (start),
; Tileset Tile Index (end),
VM_RPN ; Notation Polish Reverse
; Increment TEMPX
.R_REF VAR_TEMPX
.R_INT8 1
.R_OPERATOR .ADD
.R_REF_SET VAR_TEMPX
; Increment TEMPCOUNT
.R_REF VAR_TEMPCOUNT
.R_INT8 1
.R_OPERATOR .ADD
.R_REF_SET VAR_TEMPCOUNT
.R_STOP
VM_IF_CONST .NE, VAR_TEMPCOUNT, 8, draw_loop, 0
; If it's not 8, GO TO the label```
The game's entire movelist, gonna experiment with this tileset
Oh that's really cool
I love how the icon is part of the name, might have to nab that
Holy cow the GBVM method is REALLY FAST
Even better, I can use the tileset as a text field
No more copy-pasted tileswap events, just one that handles them all
I've already saved like 10k from my game from just changing two of the custom scripts to GBVM equivalents
Awesome
The damage and health display scripts still need the new method, but combat is no longer sluggish in Monochrome!
Overworld encounters are still laggy though (OnUpdate shenanigans) but thanks to Script Locking they don't move during the battle transition animation
EDIT: All display scripts have been updated
I nabbed that from Final Fantasy Legend, really handy technique for short strings
Chapter Five is kind of close to completion, nice
I've got the enemies ready, I just need to draw the rest of the station and stage the cutscenes
I need to think well about the writing because it's gonna be a mild tonal shift
And also add more janitorial stuff to the game
This looks pretty cool ngl
Gave Ralphina what she needed the most - a grappling hook!
Now all characters have a Field Ability
What waveform are you using for the bass? I really like it
Sort of, it's an unique sound
You tend to see this waveform in Konami's MSX games, whenever they use the SCC sound chip, hence the name
Although it's also a waveform used in PC Engine games
OMG IS BOMBERMAN
Who is Bomberman?
European Version Title: Dyna Blaster
Released Date: December 7th, 1990
Released by: Hudson Soft
Soundtrack Composers: Jun Chikuma
Sound Programmer: Keita Hoshi
Sound chips used in this game:
HuC6280 (6-channel wavetable sound chip, supports stereo panning)
Timestamp:
00:00 01. Title
00:20 02. End Story
00:...
Other than the Casino (which is for a later chapter), all of Terranova's scenes have been made
Tomorrow I'll handle the NPCs, enemies and cutscenes - and after that CH5 will be finished
It took this long to get here because of college and getting burnt out from exams and studying
The next uni year will have a lot more classes so I don't know how much of the game I will be able to work on, gonna try to have most of the important things done during August
But I think after finishing this game, I'll never make another game under a deadline (unless it's a game jam)
No deadlines gives me a lot more breathing room
Surprisingly I don't think a lot of ideas will be left on the cutting room floor with this game, it's looking better than I've imagined
Making your first game your passion project RPG is doable, but a pain in the neck if you've got a (self-imposed) deadline to meet
Man, the baseball stuff is giving me such a headache...
Not just making the minigame, but also the graphics for the stadium itself
I need to pull off an isometric angle, but my tileset and the rest of the game weren't designed with that in mind
Going back and forward between working on CH4 and CH6's backgrounds, with some tweaks to the other ones
I gotta manage my ambition again, the kind of thing that happens when you plan a story as you write it...
This project is nearly a year old but that was to be expected
Game Development is time consuming, especially when you put passion into it!
Oddly enough, GBS is not working as intended now
Troubleshooting...
For some inexplicable reason, the Set Position event isn't working as intended
Is there a limit to that event that I don't know...?
I've restarted my PC, reinstalled GBS, edited project files...
It really seems to be a GBS bug
Well, I found out one of the bugs: Tiled has an Opacity option that was messing with the color interpreter
And apparently I'm not the first to discover that Set Position just... doesn't work sometimes when calling Actors from off-screen
Problem fixed, I'll finish the NPC dialogue for Yangamaya tomorrow
Chapter Six is mainly just a dungeon and some cutscenes, so after that I won't have to touch Yangamaya again
And with it I can make a new demo to replace the old one
The same can be said about Terranova: except for the Casino (CH9), all of its scenes are finished
Hopefully to make the crunch a little smoother
I know in my mind how the baseball stadium will look like on the inside, I'll probably shrink the scope of the baseball minigame - I'm not going to try to make a fully-fleshed game, maybe just that "bat the bombs, dodge the bombs" concept I had originally
I mean, I already have most of the assets for it, and it's just a segue into the boss battle
The minigame doesn't follow regular baseball rules, but neither does Bang:
Bang and the Pynzer goons throw either baseballs or bombs
You have to hit the balls, missing them will give you strikes - and if the party's out, she blows up the stadium and you lose
But you have to intentionally miss the bombs they throw, so that the catcher gets knocked out and replaced with the next one - this doesn't count as a strike
If Bang's team is out of catchers (and she won't be one because she doesn't like losing), she gets mad and the boss battle begins
the new demo is out, close to the final version
https://flightbun.itch.io/digital-odyssey-clean-shift
Now the game is (hopefully) Monochrome compatible and with that burden gone, the rest will be quicker to make
I'm feeling like demaking Mystic Quest
cooking once more
It'll be funny to add all of the spectators as background elements
Coloring them on the other hand... 
added the crowds
And added the colo(u)r
Placeholder sprites for the players, and the other characters (pictured here Rexford, Maroon and Ralphina) need "seated" sprites to look less out of place
Also no Bang and her hooligan league yet
Oh I love it so much honestly, it feels like an alive stadium with the spectators honestly
making the league (ft. Gnarpy)
Your sprite work is impeccable
Update to the Pearl Coast Shrine
Did you know that the Jamano (Yaejani's species) lay eggs?
This is part of a larger scene, where most single-screen scenes were joined into one
And now all of the players are on the field
Unfortunately, I'll have to duplicate this scene for the cutscenes since VRAM fills up quickly
But it's nothing a jump cut can't fix!
Pausing development a bit to finish the game jam project
Future me, remind me to not put a deadline on my next project
Working on the final boss battle, especially on the second phase
The battle AI needs some work, it's not hard enough
I'm struggling to get my head around how you pull off convincing battle AI in GBS
RNG, Conditions and Switch Cases
The final boss does work slightly differently
Basically you generate a number from 1 to (number of moves the enemy uses), and then you use a Switch case to select the moves
You can also add health checks to use different moves if the enemy has low health, for example
Hmm... I wonder how could make โฌโฌโฌโฌโฌโฌโฌ more terrifying...
How about a bit of survival horror?
I've been working on confidential parts of the project, mainly related to the final chapter
Thinking about delaying the release date or removing the deadline all together
Sucks that I've already wrote in the itch page that I was gonna release the game this year...
But I doubt I'll be able to finish this in four months, we'll see
University will start in a few weeks, that's why I'm worried
Tomorrow I'll resume development, and I'm wondering ways to speed up my workflow
Alright... where was I?
Oh yeah, Chapters Four and Five
Going from the simple code of Millennium Gun to this one, I can't tell if the code here is optimized or somewhat bloated
Then again, it's 1h40am over here, brain might not be braining
nvm
BASEBALL STADIUM!
Pre-snooze dungeon sketches
lil' repair shop (for a sidequest)
Forgot to show this earlier, these are all of the items from the game
The question marks are for scrapped item ideas, and a few from the first section don't quite work yet
Try to guess which ones do what!
You're doing great so far
that moment when you open GBS to finish one part of the game
and then you do something else entirely in it
I just got caught in that trap
sloooooowly filling Terranova with enemies for CH5
Final boss finished but not fully tested, I could start making the end cutscene and credits too to have them already done
Also, I'm getting rid of the non-linear progression with Chapters Five, Six and Seven, it was an idea that stuck around since the pre-alpha when I had no clue how big the game would get
If the whole game had a non-linear focus I would have done that already
peak unproductivity
no updates 'cus i've entered the two week minecraft phase with my mates
Two weeks after returning to this project and not much has been added...
It be like that
came back with a BWOOOOOOOOOONG
My (assuming I pass everything) last year of uni is starting off well, but I'm gonna have a lot more work to do and not much free time (although its better than having only two/three classes in a whole semester)
So I might have to delay this game again, but I don't care anymore about deadlines - I've met my "have at least one game made by the end of the year" criteria
Still gonna try to make as much as possible this year, but I won't crunch it for Christmas
I also don't feel the need to post something literally every single day on these forums, y'all are still gonna check the devlog regardless if it's daily or weekly
Should probably make an itch post later
As for actual updates:
I've changed some of the high-detail cutscenes to have a letterbox frame (saves tiles and in turn lets them be more expressive)
Chapter Four is finally getting worked on, only a few parts of Santarina are left to finish
Fixed a bug with Yaejani's Field Ability where it wouldn't cut bushes unless you held ๐
ฑ๏ธ - that was actually a bodge because I didn't get the Projectile collisions right, but now they're fixed
by some miracle getting a cold gave me energy to write dialogue again
about damn time for it
also Rex needs a new avatar, it looks nothing like what the art shows
All of Santarina's interiors have been made, just need to add NPCs and their dialogue
Slowly but surely we get back in business
So cute!
do you think in digital version? i will buy one
?
The game is free, and I'm not planning a physical release at the moment
Dunno when the next update's gonna come, but I'm gonna go through another round of tileset optimizations
And another thing, I think the soundtrack needs the drums and flair that Millennium Gun's OST had
Time to head into Furnace to rearrange them all
Been thinking about the state of this game's development, and I think some changes need to be made:
The story will now be told in ten chapters instead of twelve for pacing reasons (some parts I had little to go off of)
The intro to Chapter Two still bugs me because of how many people couldn't get/find to the cutscene trigger (the last beach towel to the left), so I'm making it a scripted cutscene and Scrappy will move by himself
Again, no self-imposed deadline this time
Development Completion:
CH1 ๐ฉ๐ฉ๐ฉ๐ฉ๐ฉ ๐ โญ
CH2 ๐ฉ๐ฉ๐ฉ๐ฉ๐ฉ ๐ โญ
CH3 ๐ฉ๐ฉ๐ฉ๐ฉ๐ฉ ๐ โญ
CH4 ๐ฉ๐ฉ๐ฉโฌโฌ
CH5 ๐ฉ๐ฉ๐ฉ๐ฉโฌ
CH6 ๐ฉ๐ฉ๐ฉโฌโฌ
CH7 ๐ฉ๐ฉ๐ฉโฌโฌ
CH8 ๐ฉ๐ฉ๐ฉโฌโฌ
CH9 ๐ฉโฌโฌโฌโฌ
CH10 ๐ฉ๐ฉ๐ฉโฌโฌ
Gonna take a while but I surely will
The chapters are just for organizing plot points, they're like 5~15min each
Working hard or hardly working
Just working on a few things at a time, my uni schedule is killing me from 10am to 8pm
What I have worked on lately:
The end credits
First cutscenes from CH4
A new mid-game outfit for Scrappy
A cutscene from CH8
Trying to prevent enemies from casting defensive spells on the same target twice
I'm thinking about changing this menu a bit, since it's not clear how it works and the code behind it is a mess
Selecting a Trinket normally just lets you swap its moves but to equip a Trinket (to change a character's elemental resistances and weaknesses) you select the orange icons
(Also you can't get your original moves back, which is a big oversight)
It feels strange to not need to equip a Trinket to use its moves, so I also thought of changing the system so that the player's moves evolve over time, and two slots are reserved from Trinkets
omw to redesign the menus for the third time
"Something is wrong in this galaxy."
I told y'all university was gonna make these things slow, lately I just get home and go to sleep
My schedule is wack
I guess this month's a break month... absolutely nothing new has been made so far
bruh.
The Trinket system is currently being redesigned, might post a vid later
Basically now you have two empty move slots that are filled when you equip a Trinket
I'm also gonna add a bit of code to upgrade the party's moves once they reach specific level goals:
Aggressive Magic (Fire, Ice, Thunder and Earth) upgrade at Lv. 30 (Burn -> Pyro) and Lv. 60 (Pyro -> Pyrodan)
Physical Attacks upgrade at Lv. 20 (Bash -> Punch), Lv. 40 (Punch -> Ryuuken) and Lv. 60 (Ryuuken -> Berserk)
Level goals might change since I have yet to find out when the player reaches those levels
The level cap is 100 but judging how the game goes, you'll reach the end before getting to Lv. 60
New Trinket system, now with 80% less spaghetti code
Just pick a Trinket and you'll be equipped with its moves and affinities
Currently fixing a major annoyance for a lot of players - the cutscene trigger in the start of Chapter Two (the tower without a parasol) will be removed and the cutscene will now be fully automatic
In hindsight, the old method really wasn't a good idea
Auto cutscene done
I am definitely seeing this project taking two years - and we're more than halfway there timewise
Good grief
New idea: Scrappy can disarm landmines with his mop.
He's a minesweeper. ๐ฅ
Also started working on the Knuckleheads' floating castle
and the final boss needs to be harder
3000 HP in both phases isn't enough
colour
now I gotta figure out how to animate a charging beam
makin' yeehawland
"Gee, I wonder who lives here...?"
Watching this highlight reel to see how to choreograph the baseball game cutscene
I think I've got a rough idea of what it'll be like, but I need to watch more
https://youtu.be/DBqp0q8Jn2Q?si=UlxjzyJnHZHj8AXD
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I should probably change the baseball players to be of different species, if I have the VRAM for it
All humans (or demielves, supposedly) won't cut it
New Enemy added: Doonworms
Might have to nerf them a little...
Final dungeon theme done - "Abandoned Meat Factory"
Another banger for the final chapter
that feeling when you have cool things to share but they're spoilers 
Gonna write this like an SCP or something
I need to tweak [REDACTED]'s combat behavior because they're not hard enough, the second phase needs its animated segment
Finished two cutscenes for Chapter Eight, one where Ralphina finds [MEGA REDACTED] and another where [NOT THAT REDACTED] but she turns her back on him, leaving him alone, [REDACTED]
Chapter Five needs its Actors and the cutscenes where Scrappy gets [REDACTED] by [CAN WE STOP WITH THE REDACTED] and he meets [TETRAGRAMMATON] in the [UNKNOWN PLACE], gets [REINCARNATED] to kick Mr. Pawlter's furry butt
hey that last past was a spoile-
Also maybe I should make a Christmas demo, with the new Trinket system and everyone's wearing Santa hats and the lands have holiday decorations
I should probably make a Bandcamp account to post my soundtracks (and other assorted songs)
I'll figure out the pricing later
working on them impact frames
The final boss is finished, both its behavior and animations
Yes, I'm still working on the game backwards.
(Chapter 4 is a mental roadblock, especially because it sets up things for later chapters)
Might need a baseball expert to help me choreograph the cutscene, even though it's less than a minute long
I kind of wish I had someone else helping me out on this project, but I'm too afraid of spilling the beans to do it
It is my precious ๐
Finally started making the baseball cutscene
On my merry way to make a cover of The Entertainer for this
This game takes place in the 2480s btw ๐คญ
On a second thought, maybe Maple Leaf Rag is better, it's more energetic
I'll be arranging this:
(source: Wikipedia, arrangement by the user Apatterno)
Using a (in-universe) 581-year old song for a baseball match feels really funny ngl
(currently 126 years old)
Before I jolly this up I should finish the baseball minigame
I think my game is haunted
(cheekily swapping my game's spoilers with Deltarune spoilers)
Development Completion:
CH1 ๐
CH2 ๐
CH3 ๐
CH4 ๐ ๐ฝ๏ธ (5/6) โญ
CH5 ๐ ๐ฝ๏ธ (0/4)
CH6 ๐ ๐ฐ ๐ฝ๏ธ (?)
CH7 ๐ ๐ฐ (?) ๐ฝ๏ธ (?)
CH8 ๐ ๐ฐ (1/3) ๐ฝ๏ธ (1/4) ๐น๏ธ
CH9 ๐ ๐ฐ ๐ฝ๏ธ (?)
CH10 ๐ ๐ฐ (0/2) ๐ฝ๏ธ (?/8) โญ
OST: 27/36
Description:
๐ (NPCs/Shops/Inns)
๐ฐ (Dungeons/Towns)
๐ฝ๏ธ (Cutscenes)
๐น๏ธ (Minigames)
โญ (Current Priority)
[edit] Gave Scrappy a stutter that lasts from CH2 to CH5
He got his Vocal Interpreter damaged when he fell down the chute in Terranova (CH1)
Gives a bit more to his shyness
Scripting this was weird, it's a web of Actors activating their On Update or On Hit scripts in a way so more than a single actor would move at once, while also moving the camera at the same time
I have not tested this on DMG but hopefully that shouldn't have any issues there, other than running slower
returned from the party and oh crap there's 11 days left until christmas
Finally in holiday break, working on other projects and generally not doing much
The beta for 4.2.0 came out but I'm gonna hold off using it for a while so no new bugs creep in
The tileset optimization feature will take time to fully implement in my project
I think I'm gonna fork the current build to make the Christmas Demo
Tested the cutscene on DMG, the scripting runs fine if a bit slow (as usual)
Recently added:
2nd baseball cutscene from CH4 (video will be posted in a bit)
Scrappy now stutters from CH2 to CH5
A "what should I do?" option in the pause screen
Minor DMG-related bugfixes
Holiday Demo code done, I've decorated the UI but not the world yet
New icon for the itch page and forum
https://flightbun.itch.io/digital-odyssey-clean-shift
Holiday demo released
Conlang script test, this is part of the worldbuilding
How did you make your blitter?
Blitter?
That's actually awesome ! How does your conlang works exactly ? I'm really interested
I call it the Mazhran language, which is one of the languages spoken in Gaburduregh (aka, The Red Planet).
Lorewise, it's related to a major war whose aftermath is tied to the story of the game. (spoilers!)
It's an agglutinative language (like Finnish or Turkish), where parts of speech are glued onto others to convey meaning.
The phrase itself is structured like this:
English:
"The sands of the Red Planet shed the tears of the fallen."
Mazhran, grammar analysis:
Red Planet-genitive sand-plural fallen-people-plural-genitive tear-plural release-present-continous
(Genitive refers to possession.)
(There are no articles, and word order dictates subject, object and verb.)
Morphemes:
gabur-duregh-gha ashga-ni rah-nam-i-gha menish-i bil-a-m
Final result:
Gaburduregha ashgani rahnamigha menishi bilam.
Literal translation, no regards to correct grammar:
Red Planet of sands fallen of tears released.
With correct word order and grammar:
(The) sands of Red Planet release (the) tears of (the) fallen.
The writing system is an abugida, created by the Tughrenians as a common script between languages of the same family, which includes Mazhran.
In an abugida, each character contains a consonant sound and a vowel sound, and the embedded vowel can be altered with extra symbols or removed with a virama.
In this case, the 7 character represents the syllable "gha" (like ch [x] in loch, but more aggressive if needed [ฯ])
To suppress the vowel sound, a ' symbol is added next to a character, so the sequence W' just represents the sound [r].
In Mazhran, only two marks exist for the 3 other vowels, being the single slash (either [e] or [i]) or the double slash ([u]), both added at the top.
The [e] and [i] vowels are written the same in Mazhran due to sound changes between Old Mazhran (which only had [i]) and Modern Mazhran. (where the [e] sound is an unstressed allophone of [i])
The phrase sounds like this:
Latin:
Gaburduregha ashgani rahnamigha menishi bilam.
IPA:
[Gษburษu'reฯษ อกษส'Gษni rษฤง.nษ'miฯa me'niสi bi'lษm]
English approximation:
gah-boor-doo-REH-ghash-GAH-nee rah-nah-MEE-gha meh-NEE-shee bee-LAHM
Wow that's really interesting. It's impressive how you've managed to create such a complex conlang. I guess it's not the first one you've made. I have my own history with conlang and I must say this one's really cool, especially how you made the alphabet to work well on gb !
I have many more conlangs, most of them for projects like this
I focus more on the feel of a language, mainly what sounds it has and the words used (which tend to be unrelated to existing languages, and old related to other languages if the lore says so)
Grammar takes second place, but still important
January is gonna be hellish with all the exams I have to make
Still busy with exams, haven't touched the game in a while
Gonna figure out what the Rangers HQ is gonna look like
Testing a tileset for the Rangers HQ
Man I gotta be real, I don't like Santarina's current layout - it's way too big!
(with great size comes great emptiness)
I'm gonna change it to something more... โจ Venetian. โจ
WIP, but I like it more
Oh yeah that looks nice, reminds me almost of a town in pokemon colosseum
bellissimo
Slight break as usual, the exam gauntlet has commenced
Good luck with exams!
(fixed version, the ear didn't look right)
Slightly reworked, added better drum bars and touches to the lead guitar
Let's see how the converter will react to this
Corporate getting desperate...
"reply to your emails, I'm not asking this time"
Renovated Bang's bunker to look less like a water bottle
No more exams (for now)
Scheduled programming will resume shortly
Spent a full week slumbering post-exams, time to update to 4.2
Nevermind, time to return to 4.1.3
I think I'll stay on this version for all of my current projects (which are plenty)
The few cool things 4.2 has aren't that important for most of them (mainly the Platformer and Adventure reworks, whereas I tend to stick to Top Down 2D for my projects - with some exceptions)
Also there's a few bugs that interfere with how Clean Shift works, like screen shakes that wipe projectiles (Rhythm Game) and collision zipping (Shmup Game, which uses Adventure mode)
Until there's big changes in later versions, I won't be updating any time soon
How should I release my game's spoilers?
6
6
2
Don't post the really important bits
1127308937864167564
LinkPain
Important analogue odyssey news:
The second semester started today and I'm wrapping up the last preparations for my internship (at a videocall software developer, no less!)
Obviously I won't be working on this during the job (they probably won't let me be on Discord to not get distracted) but I got a smaller workload at my university now
I'm making the last cutscenes for Chapter Four atm
Also currently making the big pre-Final Fightโข cutscene
๐ sdrawkcab semag ym on gnikrow ekil I
Only if I could show you... but I must keep the presents secret
cutscene coming soon
Baseball cutscenes done
At least half of Chapter Four is done now, the other half is a desert dungeon that'll also be a location for Chapter Eight
I like to think I have limited cart space when I know for a fact this won't surpass 2 megs, it's easier for planning
Also I was about to finish the baseball minigame but I'm gonna have to do that when the sun comes up
(Needs lose/win conditions and more field animations)
'Twas a long internship day
Damn, this game looks like something that could be made by Nintendo, really nice
Looking forward for it
Reworking my desert tileset and I fell in love with the cacti
Started making The Thorny Desert
(The main location for CH8 and half of CH4)
Agreed. The shadows make it look like itโs popping off the screen.
lil' doonworms
wip cave
Didn't post any updates for the whole week, damn, my bad
The internship got hands and I got distracted with other things (namely C programming)
Started working on CH8's minigame (shmup boss against Krabmeat) and I want to finish CH4 ASAP
Also need to spice up NPC dialogue and add more lore stuff
Like, embarrassingly, the game's dialogue hasn't explained yet why Magic uses your own Energy instead of something like MP ๐คฆโโ๏ธ
The short explanation is that Magic comes from Amayo (traditionally Divine Energy, scientifically as atomic flow), and Amayo circulates throughout all living beings (including Robots), so your body acts as a fuel tank for Magic
That's why you die faint when you cast too many spells
Not a spoiler because... uhh...
...it'll be more important in these future chapters, trust me
Oo I like that spells have that extra risk factor, mechanical and diegetic/part of the world
and the existence of Amayo implies the existence of Aketchup

Actually had a bit of dialogue that mentioned Amayo (the fisherman's first lines before the shopkeeper) but didn't go into detail about it, so I expanded it
A lot of NPCs mention plot-relevant things, via things they've seen or heard, gossip, rumors or even folklore and religion
I'm won't add anything like a library where the books just spill the beans on the lore, since I want players to piece together how the world works
(j-just pretend I didn't explain what Amayo was earlier ๐
)
Dark Cave layout done, time for the enemies, chests and gimmicks
It's so big that it doesn't fit in the Image Viewer
This game looks really cool so far
I wanted to ask, how did you make the battle transition? I saw it in one of your earlier posts and I can't help but be curious
Funnily enough, that's like the only part of the game I didn't code myself, I used the code from @nova vine's Pokรฉmon demake (with permission, of course)
#tutorials-and-resources message
The code itself is split into two parts, the "renderer" (which uses submapping and it needs to have a black tile at (0, 0) to replace a meta tile plugin that it used) and the transition animation (which is a zipping pattern that I made, while the original had a spiral pattern)
The GBVM renderer in question:
;Battle Transition Code
;Credits to:
; 2bitcrook
; Bryan Rollins
; Proximity Sound
; pautomas
; gud_graphics
VM_RPN ; Copies background to overlay
.R_INT8 0 ; Overlay X
.R_INT8 0 ; Overlay Y
.R_INT8 20 ; Region Width
.R_INT8 18 ; Region Height
.R_INT8 0
.R_REF_MEM .MEM_I16, _scroll_x
.R_INT16 8
.R_OPERATOR .DIV ; ScrollX / 8
.R_OPERATOR .MAX
.R_INT8 0
.R_REF_MEM .MEM_I16, _scroll_y
.R_INT16 8
.R_OPERATOR .DIV ; ScrollY / 8
.R_OPERATOR .MAX
.R_STOP ; End of RPN
VM_OVERLAY_SET_SUBMAP_EX .ARG5
VM_POP 6
VM_SET_CONST_UINT8 _show_actors_on_overlay, 1
VM_OVERLAY_SETPOS 0, 0```
I now understand how the code works but not when I started this project (nearly) two years ago
oooooh interesting, thank you!
I like the vibe of this place
Relocated Bang's home to be right next to the crash site and cave entrance
Where'd you think she got the dynamite from?
Etsy
Artisan dynamite from Big Boom Billies discount dynamite store
you get more BANG! for your buck
Came stuffed from Easter, working on the next cutscene
I'll have think of ways to speed up the workload:
For maps, Terranova and Neema are mostly finished, Pacifica isn't far behind, yet Ganood and the last four locations (Rangers HQ, Knuckleheads base, Prison Colony and [secret]) need to be made still
New enemies are made as they're needed, like the Motomoles as shown in the video (dungeon gimmick in the works)
I'll add some victory animations since I've figured they're easy to do (just by swapping sprite sheets like the rest)
The soundtrack is mostly finished too, some tracks do need general reworking and I'll play around with the MIllennium Gun instruments to see if I can make the OST sound less... dated?
(Really it's just the percussion that's a bit flat)
Animation tests, first time dealing with scanline limitations ๐
Gotta think about how to plan this cutscene
With each passing year I work with Game Boy limitations, the 10 on a line limit really does seem the most severe to wrestle with.
Fixed the sprites, forgot about Scrappy's parachute
I hope he doesn't mind ๐
Added Victory animations for all party members
What all of the victory loops look like:
Working on the next town, Tingrave
love the corrugated metal rooves, and the water tower.
Tingrave done, time to populate it
what a mess
Looks like someone dropped a bomb in there 
Tingrave's interiors are done
weekend has risen once more
Yesterday I completed another cutscene (interrogation music missing tho) and I only have like two left to make (crash landing 2: eletric boogaloo and the intro to the Rangers HQ) in Chapter Four
Other than that, more of the same like NPCs and placing enemies
I'm gonna redraw the town and cave in Ganood because the rock walls look off, the forest will stay the same though
Another cutscene done (crash landing aftermath), I'll show it after I make the first part since that needs bespoke graphics for the ships
Only 2 left for this chapter
While I'm working on that cutscene, I've also redesigned the Shmup fight against Krabmeat (Chapter Eight) to a side view (took up less tiles)
Felt gradiulicious
I'm not sure what to do about the background though, maybe a cloud corridor but scrolling will be an interesting problem to solve
The ships are looking excellent
It reminds me of fantasy zone with opa opa ship!
Working on a new song for Chapter uhh... Nine!
It's a preview since I started it today I don't know how the final version will sound like
Also that CH4 cutscene is almost done
This game is looking so cool and the music is AWESOME
I think I'll make a Castlevania song for the Knuckleheads' base
This vid got me inspired
https://youtu.be/rpwiq8dKEco?si=VIdnPPrecJ1nWYzB
The playfully named Konami Kukeiha Club, or Konami Square Wave Club, is the group of composers responsible for some of the most iconic video game music of the 90s. And some of the most 90s music in video games. Let's dig in.
Get tickets to my show with the Winnipeg Jazz Orchestra! Use code 8bit10 at checkout for 10% off: https://www.wecc.ca/eve...
Made sprites for the Knuckleheads, the (mostly) furry Mafia
Need to come up with a few more goon designs but most of the gang is here
entered some kind of flow state and finished this song
This is so juiiicy 
Made the first screen for the Rangers HQ, but everyone's out of duty at the moment
(need to draw NPCs)
Also finished the baseball minigame, I'll polish it and record the vid for it when the sun comes up
Spent the entire work week tired from internship troubleshooting and sneezing from the spring sickness
Redrew the Ganood town
Redesigned the Diamond Stadium's surroundings to fit with the newer look for Santarina
On a side note, I'm at the tail end of beating Lagrange Point, and playing it showed me how I should've planned my RPG better back when I started
Of course both games demand different things (Lagrange Point has random encounters which are more suited for open worlds, while my game has visible encounters that prefer a smaller world, kind of like Chrono Trigger), but man does this project show a lack of focus towards map design
I'm currently combing through the maps to see which can be optimized or removed entirely (like how the metro stations are just shortcuts to the galaxy map) and I'm also having second doubts towards the minigames
I really want to finish making this game, since I've got more projects down the line and I made the mistake of giving this one a deadline for some reason
*did you like the most
New very plot important town added: Kizganaat (keez-gah-naht), what once was Ralphina's hometown
I am so excited for your release - seeing it evolve over time has been a treat 
"What a fantastic night to have an earworm."
Internship crunch has begun
but I've been working on Chapter Seven (in Ganood) and tying the loose ends of Chapter Four
(Chapter Five is halfway done and Chapter Six needs just a few things)
I want to do something cool with the Crabmaton (the mech you pilot in the Rhythm minigame) but I don't know what 
Been thinking about coming up with a different look for the title screen but I want y'all to voice your opinions first
To who played the demo, what minigames did you like?
7
10
1
Rhythm Minigame
๐ฅ
What do y'all think about how the title screen looks?
7
7
1
Pretty good
944300591742586951
yea
The council has spoken and I shall resume my mission
For the penultimate cutscene where the trio head back to Santarina
Added the Post Office for the occasion, with a Trinket chest
Yapping with the courier is always a good time
(He's the Flightbun mascot as well)
Giving off "taking the kids to school, urgh" vibes
Great window sheen, and love the palette you chose to colour in the peeps back there.
oh wow.....