How to Save Data in Game Boy Games

Saving Games with GBDK 2020

Giving players the option to save their data is another essential part of games. It allows the player to relax and continue their progress again, at a later time. It also allows the developer to make larger games.

Adding Variable Width Fonts to your GBDK-2020 game.

Variable Width Fonts in GBDK 2020

This tutorial uses Toxa’s variable widt font library. Using this library will help you save space in VRAM, and on the background/window layer. Each character is dynamically drawn. The library is pretty easy to use, and requires minimal setup.

Drawing Advanced Dialogue Boxes

drawing advanced text in gbdk 2020

You’ll need a lot of text in your game boy game. Unique conversations and world texts will increase your games’ lore and depth. In previous tutorial, i discussed how to draw text in Game Boy games. Now, we’ll take it up a notch and look into a more advanced version.

Drawing Text in Game Boy games

drawing text in gbdk 2020

Text us neccessary for every game. It explains, to the player, what is going on in your game. The Game Boy doesnt support modern fonts. In this tutorial, you’ll learn how to use the background or window to draw text.

Smooth Movement using Sub-Pixel Resolution

smooth movement using sub pixel resolution

Movement is an important part of video games. It helps bring your game to life. Smooth character movement gives players a good sense of control. On the other hand, poor character movement can make a game unnecessarily difficult. In addition, poor character movement may make your game completely unplayable for some players.

Drawing Large Maps in GBDK

drawing large maps in your gbdk game

The Gameboy’s background layer is 256×256 pixels in size. This equates to 32×32 tiles. For many games, this is a sufficient size. However, some games may require maps larger than that default background size.

How to use ROM Memory Banks

rom banking in game boy games

Banking is a slightly advanced topic. It gives the developer the ability to create larger and more complex games.