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PC Swap, Rewrote Desc Code


Earlier this month my PC died. Thankfully I didn't lose any files, but I instead moved everything over to my laptop, and have spent a while copying over and setting everything up. Like anything of this sort, it's taken far longer than expected. I'm just now kind of getting back to the point where I can work on Rulent Tower again.

On the plus side, I've done just that. Today I rewrote the code for doing descriptions . Now instead of checking down the list for every one, it cuts the room in half, then checks only by Y position first, then goes through the X values just for that line. It's pretty basic, but it should be less of a mess. A lookup table would be better I think, but I'm not sure that's even feasible? It's not a part of GB Studio currently, anyway.

I have to wait on an update before I can release the next playable version. 1.2.0 will let you disable Collision with Actors. Right now the game really isn't playable without that. (It works for testing, but it's janky.) Unfortunately, the feature isn't even in the Development branch yet. But it's marked on the roadmap, and I'm hoping they'll find it simple to implement.

In the meantime, the Analogue Pocket was announced! This'll probably be the best way to play Rulent Tower, since it's going to have an SD Card slot and won't have the blurry LCD of a real OG Game Boy. At least, not unless you want that. I'm eager to get one myself for testing purposes, of course, so if you want to donate toward that fund, by all means!

Next on the agenda is a bit more of the intro and blocking out the outside and tower structure. I'm also doing a semi-final cut on who'll be apartment dwellers, who'll be staff, who'll be cameos, and so on. I have the WORST puns for some of these parody character names.

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