Hi! Sorry for the radio silence; I’m glad you can help me with the coding side of things. I’ve been completely offline for the last few weeks due to progress on the engine. I’ve managed to get the code and the program running in HTML, and I’ve created an image format—or a bitstream (it’s hard to explain; it’s a somewhat complex system)—that works more like a Game Boy. Take a look at the image. Yes, I’d love your help—tell me, which areas of C++ are you good at?
Parrasi
Recent community posts
Wow… I didn’t expect anyone else to message me. Well, good morning, afternoon, or evening. I appreciate you taking the time to send in an application. Yes, I am interested in having someone in charge of sound—I already have someone for the music. So, tell me: how are things going? What kind of sounds can you create? Do you know Game Boy hardware—specifically the sound aspect? It doesn’t matter if you’re an expert on the technical side; what matters is the feel of the sound. Thanks for writing, and sorry for the period of inactivity.
Parrasi
Hello to everyone reading this article. Lately, well, for months now, I've been experimenting with some C++ tools, and I've made a small prototype. I know a few things about C++, but I prefer to work in a homebrew way to ensure the game's file size is very, very small.
I've also used Godot, and I know a lot about it, but there's a problem with using Godot: it's a complete engine. It doesn't just load the game itself, but also the tools it's based on, which adds a bit of weight. It's true that Godot is very small, but on my computer, everything runs slowly. I don't know what the problem is. Besides, I'm not good at programming. I've decided to focus on art, which I'm good at. I want to be the artist of the group, and I'll try to help a little with the programming. I don't care what engine I use or if it's done in a homebrew way; the important thing is that I want to see how it integrates into the game. Thank you very much for reading, and I hope to find some people! (Last-minute note: I can't compose music; I don't know how.)
-Parrasi
Hi, thanks for telling me the game's name. Regarding your question about the game I'm working on, I'm currently developing a game using an Aztec core (an Apple II game, if I'm not mistaken), but I think it's getting out of hand due to time constraints. I'll try to improve it. In my game, I've limited myself graphically to using a 32-color palette and 16 colors per sprite! I'm more of an artist than a programmer. When I release the game, I hope people will notify me about any bugs. In short, I'm making slow but steady progress.
Great game! I like Pico 8's art style, and the animations look good. For a limited system, I really enjoyed the game, and I like the red car sprites; that color is my favorite. Good game, you're really good! This game reminds me of another game; I can't remember the name, but it's about a jumping frog, if I'm not mistaken. But I liked the graphics more.
I plan to recreate the *Mega Man* "Rock, Paper, Scissors" system. However, since *Mega Man* was released in 1987, I feel like I might be breaking the rules—yet the rules state that I can recreate whatever I'm passionate about. This is actually confusing me even more. I apologize to the
great administrator if I'm being a bother, or to anyone else who might have an answer. Thanks.
-Parrasi
My game will use the PICO-8 palette (extended version) as it seems more comfortable to work with, and it only has 32 colors, so I can use 16 colors per sprite. I'd like your feedback; I'm open to suggestions. Whether you're the administrator or a user, your opinions would be a huge help, even if it's a bit of a harsh dose of reality, because you and I don't all have the same tastes. I want most people to enjoy it, not for it to be an eyesore.
-PARRASI

I was playing *Cave Story* and stopped to check out some comments—just out of curiosity, nothing more. Then I got interested because the organizer was actually competing, and I saw a user comment that the organizer replied to by saying the jam was unranked. That made me wonder: how does that work? So, if you're reading this, I'm sorry if I bothered you while you were developing your game, but I'll be keeping an eye out for a reply :D (And good luck with the game!)
-PARRAS
Hi! I’m looking for a composer for my game. I want to create a blend of classical music (which I really like—Hinata’s *Reflections* reminds me a lot of that genre, even if it isn’t strictly classical) and 8-bit or 16-bit music, like that of the NES, SNES, and Master System. My game doesn't have any music yet, and I also don't know how to create sound effects; if you could help with that too, it would be a HUGE help.
I had a question about Jamm that I didn't quite understand. I have a system in mind, but the problem I didn't grasp is whether I have to be faithful to the system (like the palette, the number of sprites, and audio). Does it have to be exactly the same as the system I have in mind? Should I stick to the system, or should I break free from the limitations and take some creative liberties?
thanks
-Parrasi :D
