How to Save Data in Game Boy Games

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.
Playing Music in Game Boy Games with hUGE Driver

Music and Sound Effects are an essential part game design. They set the tone for your game’s world. This tutorial will show you how to use hUGE Driver to play music in GBDK-2020 projects.
Distributing your Game Boy Game

Making a game is difficult. But, what’s also difficult is getting your game out there for other people to play. It can be nerve-wrecking, putting yourself out there. This step is not 100% required, but you should do it anyways.
Adding Variable Width Fonts to your GBDK-2020 game.

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

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

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.
Using “Metasprites” in your GBDK Games

A “Metasprite” is simply a group of normal sprites that together represent one single object. In this tutorial, learn how to create and use metasprites
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

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.
Tilemap Collision Detection in Game Boy Games

Collision is an important concept for video games. In this tutorial you’ll learn how to implement a grid-based collision detection in your Game Boy games.