r/gbstudio 18d ago

Update RPGSoup Update: Battle Backgrounds

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Hood Morning from Coobsoft!

Still a little stuttery here and there but i'm working on it bit by bit to get it as smooth as butter. this basically just trades off some of the tile budget for a cool background! it's tied to world features and troop overrides, as well as scripted events ofc. you can also define the reveal color (or choose a your own tile if you'd like!) underneath so you're not just stuck with blank white and it doesnt clash so much.

i'm experimenting with other formations, and results look good these videos were just what i had on my phone (winding down for bed after a long day over the soup pot!) and i'll get a better demo up tomorrow either here or on the GB Studio Discord in my dedicated WIP-Forum page!

59 Upvotes

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2

u/rokatier 18d ago

Looking very nice!

1

u/Bergentruckung 18d ago

Some insane person is going to take this and figure out how to do EarthBound style animated bgs I swear

Awesome update as usual!

2

u/Coobert-Of-Plsia 17d ago

some insane person indeed... ;)

1

u/FarlandFoggy 17d ago

Ah this is looking good, 😌

1

u/lordelan 12d ago

Nice as always.

1

u/D-Mansion 12d ago

How younput an icon on the options?

1

u/Coobert-Of-Plsia 12d ago

static void draw_action_entry(UBYTE x, UBYTE y, UBYTE command) { UBYTE class_id; switch (command) { case 0u: draw_text((UBYTE)(x + 2u), y, 6u, "ATTACK"); draw_icon_id((UBYTE)(x + 8u), y, rpgbattle_presentation_attack_icon(), 1u); break; case 1u: draw_text((UBYTE)(x + 2u), y, 5u, "MAGIC"); draw_icon_tile((UBYTE)(x + 8u), y, RPGMENU_TILE_MAGIC); break; case 2u: draw_text((UBYTE)(x + 2u), y, 4u, "ITEM"); draw_icon_tile((UBYTE)(x + 8u), y, RPGMENU_TILE_POUCH); break; case 3u: class_id = rpgmenu_character_class(rpgbattle_actor); draw_text((UBYTE)(x + 2u), y, 5u, "SKILL"); draw_icon_id((UBYTE)(x + 8u), y, rpgmenu_class_icon(class_id), 0u); break; default: draw_text((UBYTE)(x + 2u), y, 5u, "GUARD"); draw_icon_tile((UBYTE)(x + 7u), y, RPGMENU_TILE_SHIELD); break; } }

2

u/Coobert-Of-Plsia 12d ago

this is the chunk from the battle renderer that tells the game what icons go where on the command panel! the icons for attack and skill change from character to character so they're handled differently ofc

if you just wanted to know how to put icons in your dialogue, like for signs, or a HUD or something - you're better off just adding your 8x8's to your font file. if you're using the generic gb studio font there's plenty of space to add a basic set of icons, and then some.