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Re:Making a Game Boy Game. Part 1: Getting Started by Domark on Thursday January 10, 2019 @06:06PM (#18879340)
For me I do it this way: 1. Get a sprite system, audio, sfx, save state, game loop solution going for the platform (GBC). Usually something is available like Cocos.

2. Create the game! Sprites, animations, sounds, game code for all parts.

Then I test play, and iterate until it’s ready to share.

Starting from scratch like this website is like starting from step zero, not step one.

Re:Making a Game Boy Game. Part 1: Getting Started by duskwuff on Friday January 11, 2019 @03:03PM (#18886422)
Yeah, nooooo. Cocos2d is a relatively heavyweight game engine aimed at platforms with bitmapped graphics and lots of CPU and memory. It's completely unsuitable for an embedded system like the original Game Boy, which uses hardware tile/sprite graphics and has very limited compute resources (4.19 MHz Z80-like CPU, 8 kB SRAM).
Re:Making a Game Boy Game. Part 1: Getting Started by Impossible on Thursday January 10, 2019 @06:46PM (#18879660)
Cocos on the original Game Boy? There are some C libraries like GBDK, but nothing as high level as Cocos, we're talking about a very limited hardware.