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I've noticed that Gameboy games tend to be a bit on the larger side compared to their NES counterparts, and I swear that GBS games tend to be a way larger than most Gameboy games, so I've come up with some ideas that might optimize the size of games from the compiler/engine side.
Removing Scene Types that aren't used. If the game's a platformer, then the compiler doesn't even look at TopDown Scenes
Ignoring unused assets. So, songs or sprites that aren't used go unused
Toggling between 8x8 and 16x16 tile properties. So, instead of editing each tile, you edit a 16x16 cube of tiles, kinda like using the larger brush on collision and coloring. I think this would probably
Setting a maximum size for your project. What better way to enforce size than having the ability to set the maximum size of the project, like the project could be 256 KiB or 1 MiB.
I'm not quite sure how GBStudio works, or the much about the Gameboy architecture, but I do think my ideas are relatively good, and probably could be implemented.
The text was updated successfully, but these errors were encountered:
I've noticed that Gameboy games tend to be a bit on the larger side compared to their NES counterparts, and I swear that GBS games tend to be a way larger than most Gameboy games, so I've come up with some ideas that might optimize the size of games from the compiler/engine side.
I'm not quite sure how GBStudio works, or the much about the Gameboy architecture, but I do think my ideas are relatively good, and probably could be implemented.
The text was updated successfully, but these errors were encountered: