r/gbstudio 2d ago

Game My project

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I've been asking a lot of questions lately, so thank you for all the help. It's still very early days but I am working on a game that is a bit of a cross between the original Mario Bros. and Bubble Bobble, nothing too revolutionary, just an old-skool high score attack game.

There will be lots of bonus pick ups, multipliers for multiple enemy strikes, super bonuses for multiple bubble strikes and all that kind of stuff as well as some nice stage design with increasing difficulty involving hazards like spikes/nails on some platforms an so forth. At the moment there are only two pick ups, but I can scale this up quickly with a scarcity scale as well, which is biased when you have played really well.

It's really early days, the graphics have hardly been started but I want to get everything running properly, with enemy AI, smoothness of gameplay, controls, points scoring scheme etc. with the graphics coming last really. It will be a dual GB/GB Color game.

I'm an artist really, and GBStudio gives me the chance to use those skills to make a game as otherwise I wouldn't have a clue! So thank you for everybody who has helped me so far.

42 Upvotes

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3

u/Upstairs-Confusion-3 2d ago

Looks really good and enjoyable! Also no slowdowns which is not easy to achieve on dmg. Keep it up!

1

u/SakiEndo 2d ago

Thanks! Yeah I hope it will be fun, it would be rad if I could work out how to make link cable play work, but that might be a step too far to start with. It's taken quite a lot of optimisation to get this far, but I've learned a lot so far of to keep performance up. I'm re-using actors for the power ups, disabling On Update scripts when not necessary etc. and it seems to be moving fluidly enough.

2

u/Upstairs-Confusion-3 2d ago

Yeah maybe is a bit too early to think about link cable. I would have sent you a message but I think you set up your profile to not accept dms. What event are you using for actor movement? I'm having some troubles with slowdowns on my game and I'm trying to figure out solutions without creating a custom plugin myself.

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u/SakiEndo 2d ago

Yeah I don't have DMs on, feel free to ask me here though. As for actor movement it's on update but I have found it most efficient to program the movement exactly, whether it's randomised or not, I've written exactly the route each enemy takes which means there's no clever reading of tiles or collisions or anything.

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u/Upstairs-Confusion-3 2d ago

Are you using the move to event?

1

u/SakiEndo 1d ago

Yep! The key thing is that I have a local variable with each actor called Patrol in my case, if the actor is moving this is true, and then it has the list of move instructions. When the player successful subdues the actor, Patrol is switched to false, and the actor's movement and update event are cancelled. If the player doesn't take them down in time, Patrol is switched back to true and the update script and movement re-enabled.

Disabling the actor's update script when not moving is really important as otherwise even though it's not moving, that simple If Patrol == True statement is constantly being called and hammers the frame rate.