Welcome to Glitchy's Gameboy adventure page!
![the main man mo](./assets/images/sprites/mo_gaze.png)
"The Story of Mo Stodd©" is a Gameboy project designed and coded for the original 1989 Nintendo Gameboy handheld console.
It is due to be released next year.
All the assets for this platform adventure game were created by Matt Jones.
![the master](./assets/images/sprites/the_master.png)
![main-menu](./assets/images/levels/mo_stodd_main_menu.png)
![inventory](./assets/images/levels/mo_stodd_inventory.png)
![computer room](./assets/images/levels/computer_room.png)
![studio](./assets/images/levels/the_studio_bunker.png)
![boss house](./assets/images/levels/BBB_Boss_house_forest_area.png)
![stall](./assets/images/levels/allis_stall_room.png)
![dark forest](./assets/images/levels/dark_forest_scene3b.png)
![othersville](./assets/images/levels/Othersville.png)
![the loft](./assets/images/levels/the_loft_w_keypad_gates_shut.png)
![](./assets/images/levels/computer_library.png)
![codeboy system](./assets/images/levels/gameboy_CODEBOY_Fullsize_loaded.png)
![codeboy comby box](./assets/images/levels/gameboy_CODEBOY_Fullsize_combbox.png)
![the pub](./assets/images/levels/the_pub_entrance.png)
![games room](./assets/images/levels/snooker_area.png)
![the cave](./assets/images/levels/the cave_best.png)
![the feast](./assets/images/backgrounds/Castle_diningroom_TheFeast.png)
![real_gameboy image](./assets/images/gameboy/gb_console_front.png)
![demo-shot](./assets/images/backgrounds/castle_tower_ingame_demo.png)
![goblin sprite](./assets/images/sprites/goblin_enlarged.png)
The Game Assets
![henchman sprite](./assets/images/sprites/henchman_enlarged.png)
The assets were all drawn using Aesprite - an amazing, very simple pixel art program - which even looks pixelated by design.
I had to compile my own copy of this using C++. This was a challenge within itself that was relished once completed.
It was so satisfying to add the aesprite icon to my dock!
![aesprite loader screen](./assets/images/aesprite/aesprite_loader.png)
![gb palette](./assets/images/aesprite/gb_colour_palette.png)
Each sprite is 16 x 16 pixels which does not leave much room for detail in your characters and objects!
The restrictions mean you have to be very particular with every pixel.
Each sprite needs a green background that is hidden when rendered within the gameboy and the colour palette is limited to just 3 colours!
The level backgrounds were particularly interesting as you need to use a tile map to break it up i
nto 16 x 16 tiles before 'painting' them into each game scene.
This example is not mine sadly but I hope to up my pixel art skills to this level.
I really enjoyed making these assets and I'm excited to get the game coded up (I'm 50% through currently).
![aesprite example](./assets/images/aesprite/aesprite_example.png)
![1989 Gameboy](./assets/images/gameboy/gameboy-bg.png)
![gameboy assets site preview](./assets/images/backgrounds/Castle_diningroom_TheFeast.png)
![the loft - gates shut](./assets/images/levels/the_loft_w_keypad_gates_shut.png)
![codeboy system](./assets/images/levels/gameboy_CODEBOY_Fullsize_loaded.png)
![ingame forest demo](./assets/images/backgrounds/ingame_demo.png)
![the cave](./assets/images/backgrounds/the cave_best2.png)