egg boy color
@eggboycolor.bsky.social
370 followers 110 following 27 posts
Hi, I'm Andy! I make pixels, cute games, and NES/GBC homebrew. Let's be friends! they/them
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eggboycolor.bsky.social
Cool, Marvel: Cosmic Invasion put out a Steam demo! This was the last game I worked on at Tribute. If you like comic superheroes, pixel art and TMNT: Shredder's Revenge beat-em-up style, you might enjoy this. Some characters (Spiderman,Rocket, She-Hulk) and enemies/bosses I integrated are there too!
eggboycolor.bsky.social
also, while my original post does say remote preferred, I am aware of the unfortunate reality that many workplaces have decided to institute RTO/hybrid work. I am hesitantly open to this if said workplace is somewhat responsible about distancing and primarily WFH, but full-remote is still ideal.
eggboycolor.bsky.social
Hello! Despite some answers to my past post, and some searching on my end, I'm still looking for work. If your work/someone you know is hiring programmers (games, web, tools/engines; contract or full-time), let me know! DM me, I can provide more info.

Also open to pixel art or homebrew commissions.
Reposted by egg boy color
sinksadventure.bsky.social
Flap through peril in my new precision "batformer" that flips platformer trappings upside-down!

Vampire's Best Friend releases this October

Demo out now on Steam & itch, link in replies
eggboycolor.bsky.social
My freelance gig ran into funding issues, so I need new work soon. Anyone need a programmer?

Games, apps, ports, reverse eng/disasm, web. Multiple shipped games (programmer on TMNT:SR, Panzer Paladin, Flinthook. Enhancement+reverse eng. for Sugoro Quest). Montreal-based, remote/contract preferred.
eggboycolor.bsky.social
magic sword on its surface seems like an epic quest to destroy the blackorb, but it's really about a very hungry guy with an overactive stomach who must constantly fuel up on chicken and grapes every few minutes to ward off dying.
eggboycolor.bsky.social
I love the SaGa series, so I enjoyed what I played of FF2 a lot (played quite a bit into the PS1 Origins version), save for not being able to use lower level magic to save MP. Later on need to constantly refill with Osmose because everything costs too much MP and ethers are super expensive.
Reposted by egg boy color
Reposted by egg boy color
Reposted by egg boy color
tributegames.com
What an unforgettable #SummerGameFest ☀️

🌀🎸 Scott Pilgrim EX officially revealed!
💚🦝 Rocket & She-Hulk join the fight
🎮🌌 Hands-on MARVEL Cosmic Invasion demo at Play Days with @dotemu.bsky.social

Huge thanks for all the love around both reveals 🤩
#ScottPilgrimEX #MARVELCosmicInvasion
Scott Pilgrim EX on the Summer Game Fest showcase stage from the audience 
MARVEL Cosmic Invasion on the Summer Game Fest showcase stage from the audience The MARVEL Cosmic Invasion booth at Summer Game Fest Play Days Tribute Games team selfie, all smiles at Summer Game Fest
Reposted by egg boy color
lorenschmidt.bsky.social
rendering experiment synopsis:

for the past few days i've been prototyping a zero polygon renderer. it's a raycaster, in the vein of Wolfenstein, but it has displacement mapped walls.

i'm currently tinkering with a related technique for rendering "sprites' with multiple displacement mapped flats.
Reposted by egg boy color
Reposted by egg boy color
oroshibu.bsky.social
easy isometric pixel art is still coming... with a ton of new features!

create anything with easymetric soon on @aseprite.org
eggboycolor.bsky.social
Well, that and designing the data protocol to fit in a small bandwidth the GB has to update VRAM during vblank. I make all data fit in a single 160x8 row that the SNES can DMA from the ICD2 screen tile buffer, and by repeating this pattern, it means less scanline sync requirements on the SNES.
eggboycolor.bsky.social
Yeah, very much feels like magic! It works in a couple up-to-date emulators + hw. The idea to use the Game Boy screen data to communicate was something I had for a while, but was happy to find out it worked. Main challenge is ensuring you buffer enough, since GB and SNES always run at their own rate
eggboycolor.bsky.social
Here's a visualization showing the communication between the GB and SNES of this custom SGB driver. Later in this video, it shows a slowed down preview with a Mesen Lua script visualizing of how the GB-produced buffers are being synchronized to the SNES.
eggboycolor.bsky.social
Here's a Super Game Boy enhancement driver I need to finish some day. It uses a circular buffer in VRAM to communicate with the SNES at 60fps via a combination of command data and per-frame data, rather than joypad packets. This particular version allowed a Game Boy game to reuse Game Boy Color art.
eggboycolor.bsky.social
another pixel scribble. this one uses 4 colors
a starfield with sort of coincidental-but-not-intentional 'jazz cup' aesthetics, a moon with a face, a cat-shaped blob/planet, some eyes, some stars, clouds, birds

some crystals, some stars, some swirls

everything uses 4 colors - yellow, teal, magenta, dark purple
eggboycolor.bsky.social
grassy swamp adventure.

12 colors. it was made to look like a "pixel painting" of sorts. I didn't end up cleaning this piece up fully before I moved on with it, but this was still a fun exercise!
A grassy swampy desaturated landscape, tree, rocks, puffy clouds, water. This is somewhat cleaned up like a pixel piece, but not everywhere received this treatment since it became tiring to render. Still, a fun exercise to draw a larger piece! 12 colors total, but not really particularly optimized for ths.

two characters on the terrain. one with a short-sleeved black shirt, long reddish hair and bangs. another with a shorter purple hair, tied in small braids, magical green robe. stair tiles.
eggboycolor.bsky.social
What you see so far, but I'd like to continue it someday! Some other projects took over my attention, and there were some design things to figure out before I could continue. I wanted the grid to give you bonuses if you lined up certain shapes, and you could use parts you didn't equip as bombs.
eggboycolor.bsky.social
I prototyped a shmup in Picotron at one point. I was still trying to come up with enemies. To test, I randomized wave arrangements until I did stage design. It was fun to put together some of the HUD and animation effects in this. I had plans for a 3x3 "powerup grid" with mix-and-match equipment.
eggboycolor.bsky.social
Mocked up a little single-screen "bub-like". with Game Boy Color and original Game Boy versions! Much like Bubble Bobble, I wanted to design it so that the tile pattern for the walls can be easily swapped while sharing common "fake 3D" edges. Meanwhile backdrops could be more detailed.
GBC mockup of my "bub-like" game: Contains a few sprites (cat, frog, duck, fries with the letters OK, fruit-filled cookie, ice cream, pizza, egg) over a green checkerboard wall pattern, with a cloudy blue backdrop. There are 3D dropshadow tiles to add some depth between fg/bg, colorful pink and yellow gradient text at bottom with a purple background. GB mockup of my "bub-like" game: Contains a few sprites (cat, frog, duck, fries with the letters OK, fruit-filled cookie, ice cream, pizza, egg) over a greyscale checkerboard wall pattern, with a cloudy light-grey backdrop. There are 3D dropshadow tiles to add some depth between fg/bg, gradient text at bottom with a dark grey background.
eggboycolor.bsky.social
hi!! hope you're doing good these days