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I made this GIF of all the eversions from Eversion NES.
(This is captured from an old in-progress project of mine, a demake of Eversion for the NES. Art was redone by hand from Zaratustra’s original release, to fit the restrictions, trying to capture the look but taking some liberties. NES has a really crappy color palette for browns/yellows!)
Game Boy Wavy Scanline Effect #2
(better quality: https://www.youtube.com/watch?v=Cu3eHohc1z0)
Revenants, a Metroid-style sidescroller I was making at one point. The game was going to revolve around receiving abilities by tuning into radio signals nearby. I had plans for a lot of puzzles based around abilities in specific locations, as well as world-building to overcome interference.
Whoops, my earlier GIF was fixed. Need a bunch of optimizations for Tumblr! http://i.make.vg/post/92167800642/heres-a-gif-full-of-spooky-warped-faces-that-move
Here’s a GIF full of spooky warped faces that move around.
I made a wavy scanline demo for the Game Boy, with a face made by gaucheartist, of pixeldigest fame, used with their permission.
(Also, they posted a mockup of the original idea for a Mother/Earthbound-style scene here! http://gaucheartist.tumblr.com/post/81847676122/note-this-would-eventually-lead-to-a-small)
This is a map that I was making for an exploration sidescroller named Molasses Meow / Molasses Monsoon. It stars a neon blue cat, Molasses Meow, in a pink world, that shoots hearts to collect friends. Your goal was to eventually bring all your friends together to make a tower to a floating castle in the sky.
It was meant to be an exploration game with emphasis on finding cute creatures, and navigating weird environments by solving their riddles. I need to pick it up again someday!
Here’s a video of the gameplay: https://www.youtube.com/watch?v=ichmcgYogWM
Hey, your bleep music creator sounds very awesome, I would definitely like to try it out some day. The main plus is that it looks way more simple than LSDJ, the only minus I see for now is short length of tracks (only about 3 minutes) - a lot of compositions are longer than that ;o I hope it will have a possibility to make longer tracks in the future :) Keep up the good work!
Hey!
Thank you, I hope that one day I can release it for the public to use! It’s still got a bunch of things I need to figure out, but I hope even if it’s not as powerful as LSDJ, it makes up for it in ease-of-use.
LSDJ’s been around for years and has lots of people using it, whereas Bleep was only started about a month ago and still isn’t out yet.
And I’m actually making Bleep in part so I have a music player engine for GB games later. I plan to put everything about Bleep out in the open (source, file format, secondary tools, demo songs) and completely for free once it’s done. :D
About the song length! It’s possible that one day I could bump up the max song length. A lot of space is consumed because the songs aren’t broken into patterns, it’s just one big block of notes. Also, there’s a bunch of features I still need to figure out so I don’t want to promise too much space for songs if I need to cut back later. I’ll have a better idea by the time there’s the first release.
Thanks for writing to me. I hope Bleep will be useful to you when it finally comes out!
This is the battle screen for an RPG I was once making as a homebrew project for the NES. All of the art in this mockup follows NES restrictions and tries to make the most out of it.
This was going to be an action-driven RPG along the lines of Star Ocean (although significantly simplified skill systems and no complicated crafting crap). I wanted to make a colorful battle backdrop because there are very few NES RPGs that have detailed backgrounds. I also wanted nice, animated character sprites that moved around in realtime.
I made a ROM for the MMC3 mapper (the same cart type used by Mario 3, Kirby’s Adventure, and a lot of other late-era NES games) that used scanline IRQ effects to allow parallax scrolling of the sky, water, and grass, and to place the HUD statically at the bottom without a “sprite 0 hit” trick. Sprites are layered on top of each other to get more colors on characters, at the expense of less sprites on screen before flickering occurs.

I made this little jingle in Bleep. Not sure what it’s for, but I thought I’d have fun with the wave channel, and make a flute-y sort of thing. bye
My Game Boy music maker, Bleep, has come a long way already! You can make songs that are up to about 3 minutes long. It has a few things left to do and I’m ready to put this out in public.
Features:
- Piano roll interface
- 4 channel songs (square, square 2, wave, noise)
- Autosave (all notes are written directly to save RAM)
- 2048 note columns per channel, ~3 minutes depending on tempo.
- Custom instruments (in progress), up to 256 slots.
- Planned drumkit style controls for noise channel.
- More to come.
Here’s a song I made with Bleep, which I’m kind of happy with: https://soundcloud.com/minimumoverkill/bleep-song-1
Here’s a video of another Bleep song. This was composed by Flashygoodness, recorded off my Game Boy: https://www.youtube.com/watch?v=u-Z-LFLAwOM
Thanks to everyone who’s supported me or expressed interest about this so far! I really hope Bleep will be useful to both enthusiasts who want to learn to make music (like me), and also to experienced 8-bit composers. I think it will succeed in being a lot more approachable than LSDJ, maybe not as powerful, but that’s okay.
I hope I can release this soon!
It’s a long way off still, but started mocking up a music maker for the Game Boy, which I’ve called Bleep for now.
The other day I made a basic music engine, and I’m looking to expand that into a music tool, with design inspiration from Mario Paint, Wario Ware DIY, and Sound Club.
Here’s a clip of me playing with the sound engine I prototyped, no editor yet: https://twitter.com/Bananattack/status/476948819478065152
The mockup uses to 8x16 tall sprites together to draw the piano, which floats over the musical score in the background layer. The cursor and tooltip bubble are also sprites.
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