Image 1 — PxGBA v0.2.5 is out now, and I've opened up the project on Github
Image 2 — PxGBA v0.2.5 is out now, and I've opened up the project on Github
Image 3 — PxGBA v0.2.5 is out now, and I've opened up the project on Github
Image 4 — PxGBA v0.2.5 is out now, and I've opened up the project on Github
▲ 62 r/pxgba+4 crossposts

PxGBA v0.2.5 is out now, and I've opened up the project on Github

A whole bunch of stuff has been added, most notably a game wizard to really help kickstart your GBA homebrew projects!

Download on itch.io

Check it out in your browser

Latest release notes

If you'd like to contribute to the project, it is up publicly on github now

u/LIFTEDPIXEL_CA — 8 days ago
▲ 31 r/pxgba+5 crossposts

PxGBA Update 0.2.2 is Live!

Pretty big update, fixed a lot of stuff and can confirm that desktop builds now include everything you need, so no compile errors related to missing dependencies should happen anymore!

Download on itch.io

0.2.2

  • desktop builds now contain everything needed to compile
    •  tested inside clean ubuntu and win11 installs
  • added scene type changer to proc gen modal
  • add scene button launches proc gen modal for new scenes
  • added search filter to actor type picker modal
  • when re-generating level designs, old collisions and triggers are removed
  • fixed world map overview display issues
  • added auto-arrange to world map overview
  • added export option to world map overview
  • rename actors to their selected actor type instead of actor 1, actor 2, etc
  • fixed script editor layout issues (not really bugs, they just bugged me)
  • added actor search filter to actor panel
  • added grouping to actors panel
  • made dialogs top-most in layer order 
  • added preview sprite beside actor names in actors panel
  • actors panel auto scrolls to newly added actor
  • grouped actor types into new actor type picker

added a whole bunch of new actor types:

  • pushable block actor type
    • can be moved around and placed on triggers, fill gaps, etc
  •  push target 
    •  goal zone for push-block puzzles (pushable block reaches target = solved)
  • conveyor belt actor type
    • pushes player along when stepped on
  • checkpoint actor type
    •  player respawns here if they die
  • turret actor type
    •  can be set to target player or nearest actor
    •  can be set to shoot every X frames
  • actor spawner actor type
    • spawns actors at set intervals
  • companion/pet actor type
    •  follows player
    • can be set to orbit player at set radius
    •  combat assist: attacks enemies when player attacks
  • crumbling platform 
    •  disappears after standing on it for a moment, then respawns
  • ice block 
    •  slippery surface, player slides until hitting a wall
  • save point 
    •  saves game state
  • xp orb pickup 
    • collectible that increments a counter variable
  • shield / barrier 
    •  blocks projectiles from one or all directions
  • ammo pickup 
    •  refills projectile count
  • grenade / explosive 
    •  area damage on timer or contact
  • magnet 
    •  attracts nearby collectibles (coins, bonuses)
  • boost pad 
    •  speeds up the player temporarily
  • checkpoint gate 
    • lap timing marker for racing modes
u/LIFTEDPIXEL_CA — 5 days ago
▲ 8 r/pxgba+1 crossposts

Version 0.2.1 Update is Live!

  • new sample game added
  •  new project background color picker replaced with palette swatches
  •  improved import and export flow
  •  palette increased to full 256 color support
  •  new color picker created to select colors from larger palette
  •  better image importing to support bigger palette and reduce compile errors
  •  tile and design color updating on palette replace
  •  tile panel optimization
  •  added procedural generation for level designs
    •   includes setup parameters for customization
  •  fixed mode7 3d mode for racing levels
  •  new scenes include a default player actor
  •  automatic script grouping by scene for scripts made within scenes
  •  added 'bounce' movement type for actors
  •  added 'global' option to actors
    •   you can reuse the same actors in all scenes without having the re-do all their animations or configs
  •  bundles all build tools in desktop apps
    •   it should have been before, but it looks like some parts of the chain were missed in the last build
  •  prevents multiple builds at once resulting in failures
  •  simplified windows exe export
    •  no longer self extracting
    •   file size reduced significantly 
    • downloads as zip, run 'game.exe'

https://liftedpixelgames.itch.io/pxgba

u/LIFTEDPIXEL_CA — 19 days ago
▲ 3 r/pxgba

new update released this morning

Good morning everyone - i published a new update, it shouldn't break any existing projects, but if it does, the changes on your end would be minor. The web version (pxgba.liftedpixel.ca) is up to date and build server restarted. i'll be compiling and uploading desktop versions shortly to itch.io.

here's a rundown of the changes, fixes and improvements

0.2.0

- removed default menu from desktop builds

- tweaked import window and flow

- tweaked export window and flow (still needs some work)

- fixed composed music rendering bug

- added initial windows exe export support

- may cause false positive for virus detection because it's a self extracting archive of the game.gba + mgba.exe

- added new hud options panel

- removed hud options from player actor types in favour of new global hud

- existing game projects should still work, but please update to using the new hud system

- added zoom to fill option in header

- also runs on resize

- added new player actor options

- actor "on [x]" scripts now easier to edit from the actor config panel

- added customisation options for credits screen

- added actor flip modes for left/right movements (no more moonwalking)

- added group management to scripts and variables panels

- added tile name filtering

reddit.com
u/LIFTEDPIXEL_CA — 23 days ago
▲ 7 r/pxgba

👋 Welcome to r/pxgba - Introduce Yourself and Read First!

Hey everyone! I'm u/LIFTEDPIXEL_CA, a founding moderator of r/pxgba.

This is our new home for all things related to PxGBA. We're excited to have you join us!

What to Post
Post anything that you think the community would find interesting, helpful, or inspiring. Feel free to share your thoughts, photos, or questions about PxGBA GBA game development.

Community Vibe
We're all about being friendly, constructive, and inclusive. Let's build a space where everyone feels comfortable sharing and connecting.

How to Get Started

  1. Introduce yourself in the comments below.
  2. Post something today! Even a simple question can spark a great conversation.
  3. If you know someone who would love this community, invite them to join.
  4. Interested in helping out? We're always looking for new moderators, so feel free to reach out to me to apply.

Thanks for being part of the very first wave. Together, let's make r/pxgba amazing.

reddit.com
u/LIFTEDPIXEL_CA — 25 days ago
▲ 332 r/retrogamedev+1 crossposts

Something like GB Studio, but for GBA

hi everyone!

i've been hard at work for quite some time on a drag and drop GBA game making studio. It's pretty full featured - it has a full blown pixel art editor (with animation support), no-code scripting, multiple game type support, tracker based music composing, you name it. I am going for a 'all-in-one' attempt so you don't need to leave the app from start to finish.

its been put through it's paces, although it's still in active development, and I would love some feedback, bug reports, and/or features people feel are missing.

if anyone is interested in giving it a go, I have added it to itch.io if you prefer to install it, and there is also a web based version up that you can mess around with and get going right away here

thanks so much in advance - this has been a passion project of mine and i won't lie - releasing it out into the world is a bit scary hahahaha

u/LIFTEDPIXEL_CA — 24 days ago