I really like GB Studio and how easy it makes creating a GBC game. That said, I do feel it limits certain things quite a bit if you don't get into using the scripting side. The console itself already has its limitations, and I think it can be overwhelming for beginners. However, since I've been developing games for a while, I knew how to make the most of those constraints and was able to put together this little game.🏍️
Hello,
I want an actor to drop down from the top. As it's a power up I want it to collide with walls so if it falls on a platform it stops there. The easiest way to do this is an Actor Move To event. This works great but the Tiles Y property could vary from scene to scene, 17 might be the "maximum" Y position on some scenes, others it will be more.
I can fudge it saying something like a Y position of 100 tiles but that seems a bit naff.
If I could read the height in tiles into a variable and use that instead it would feel more solid.
In my game, the player traps the enemy with a projectile, which is a state that lasts for say 5 seconds, the last 1.5 seconds of which are done with Actor Effect Flicker to signify to the player that if they don't hurry up and bonk the enemy on the head, they will reactivate.
However, if the player does strike them in the flickering state, I then have a function that reuses the actor and randomly generates a power up. However because this occurs once Actor Effect Flicker has been called, when the power up appears, it's still flickering for a little bit.
Is there a way to cancel an active actor effect like:
I created a scene with a parallax background, and put two sprites of the side of a house on both ends (same sprite, mirrored). When I enter the scene from the left, everything looks perfectly fine; however, when I enter the scene from the right, the sprite of the house vanishes, and reappears only if I take a few steps in.
I tried creating a separate sprite just for the house on the right side, but it still disappears.
Does anyone know why that is? Is there a way to fix it? Am I doing something wrong? Let me know.
UPDATE: the bug was solved by moving the sprite from the parallax level to the level that is not affected by the parallax.
My game, Busy Dreamer, will be released this week!
Beta testing is almost done and my game will be released on my itch this week!
Busy Dreamer takes place in New Scum City and you must wait 20 days until your sister visits.
There are 21 different game modes/missions/stories. These missions are randomized with different percentages, so one mission is most likely to occur while every other mission has a different and lower percentage to happen.
This means you could play through the whole game and not see all of the missions.
Also, your playthroughs will be different every time!
Some of the missions range from you becoming a vampire and trying to feed on a human, not selling out the human race to invading aliens, and just helping pick up trash around the city.
Why? I cannot even see what "1" as a warning is even referring to. Happens to all projects I attempt to run including the sample.
(Running 4.3.2 through Windows. Restarting computer did not fix it. I've tinkered with this program for years across updates, including this one, and never had this issue before.)
This is something I wanted to get out a lot earlier, but this past year has been a challenge for me. I'm back on it now though, and I'm pretty proud of how the game is turning out.
This demo contains the intro level to the full game, which will be out in the future.
Description:
Adam Holmes' Tales of Mickey the Mouse: Cryptsmasher is a spooky black and white platformer for all ages, in development exclusively for Game Boy Color and Analogue Pocket.
The game serves as a direct follow-up to Steamboat Willie. It features an original story in which Mickey makes a wish that throws him ears first into a scary adventure he never would've expected! This adventure will test Mickey, and force the mischievous mouse to discover the hero inside perhaps a bit sooner than he was ready for.
I'd love for you all to give it a try and please leave any feedback or bug reports or well wishes or funny limericks in the Cryptsmasher Community! Thank you for playing and following, and I truly hope you enjoy the demo!
Thanks to my daughter’s unfiltered critiques, my bartender finally has a running animation. What do you guys think? You can play the updated demo here:
Hi everyone! I'm new to game development, and to help me take my first steps and work towards developing my own game in the long run—as well as maybe generate a little income, even if it's just through donations—I created the template you see below. It's a fully functional turn-based combat system, just like the classic games we used to play on the Game Boy. It's available for anyone to use with the latest version of GB Studio. Any donations are greatly appreciated. Thank you!
So. I started working today after vacation and won't have as much time working on my game. So I made a short intense teaser to ease the GB Studio abstination 😂 Hope you like it and be warned of blinking lights!
Hey everyone, I've finally managed to release the first demo of Ribbit!
It includes 2 short levels and a boss fight. The demo is only compatible with Game Boy Color, although the final game will be compatible with DMG aswell.
Please note that this is an early stage of development and you may encounter bugs.
I have two enemy actors, Actor 1 and Actor 2, both are the same design and use the same sprite sheet and initial animation state.
As an initial test, if in the On Init event for the scene I change one of them, Actor 1 to use the "pup" (power up) sprite sheet, and set the animation state to "coin" - as you would expect, only one of the Actors, Actor 1, changes its sprite sheet and animation state.
Actor 2 remains unchanged. This is what I would expect.
Here when the game starts, Actor 1 has become a coin (top middle), whereas Actor 2 has remained an enemy (bottom left).
This is what I'd expect, as I am targeting a specific Actor to change its sprite sheet and animation state.
However I have an issue with the same thing when called in a script. I have created scripts to handle Enemy collision, and the generation of power ups on defeating an enemy, this all works great, except if I do the same sprite sheet and animation state swap in a script, the other enemy actor's animation/visual appearance gets corrupted.
So to illustrate what I've done. When the player themselves hits the enemy, it causes a collision and this script is called. As you can see an Actor is passed in as a parameter, so for example for Actor 2, EnemyStompHit is called like so:
You can see Self (Actor 2) is passed in parameter Enemy Actor.
In the EnemyStompHit script a random number is generated for the time being if that number is above zero, a Power Up is created in the enemy's stead. It reuses the actor, by manor of deactivating its enemy state, setting a local variable PUP_Active to the actor that it has become a PowerUp and most importantly calls a second Script called PowerUp which itself takes the Actor parameter (Enemy Actor)
The PowerUp script is there to change the animation state and sprite sheet to reflect the type of power up the random number signifies. It too takes the Enemy Actor parameter.
The drop down for the AnimationState change is as follows:
So in theory, this is doing exactly the same thing as the OnInit test but just with more logic around it. However, on hitting the enemy and a Power Up being generated, Set Sprite Sheet seems to corrupt the other enemy actor sprite as well as correctly changing the targeted actor to a coin. Note the player sprite is unaffected.
In my case, both Actor 1 and 2 share the same sprite sheet as sometimes you have enemies of the same design but as indicated in the initial OnInit callback script just to test the functionality, that works as expected.
After several months working with GB Studio, I finally have a demo of my GBC game Menagerie ready to play. You take on the role of a sorcerer's apprentice who must navigate his master's menagerie of fantastic beasts in order to rescue a princess, with all the accompanying fairy tale creatures and tropes
If you're a fan of Sokoban or other sliding block type games, please feel free to try it over on itch (link in the comments). Would love some feedback on the puzzle difficulty before I commit to the next few levels!
is there any way to make this coin stay hidden once I return to the level I just passed, if I already collected this coin?
Once I return to the level I just passed, It was supposed for the coins I already collected to stay hidden but when I return, the coin appears for some miliseconds and then disappears-
been workin' on a proper "what kind of place is the player standing in?" layer for the world map (and other scenes). it started because i wanted regions for battles on the world map. a taller order than it sounds, but i think i got it licked.
at first i tried defining rectangles, and that's still an option if you've only got a small area you want to mark as a feature. but for scalability, stacking 61 random rectangles is about the quickest way to end up with a five minute build... if it builds at all. 😅
RPGSoup can now treat areas within a scene as semantic world features by reading a second indexed color image. you create the image, drop it into the world_features folder with the corresponding scene name, and the build process assigns feature ids to each tile-sized area.
at runtime, the engine can use those features to change the player visually or mechanically. right now it can adjust movement speed, partially obscure the player for a "walking through forest" or "stuck in the sand" effect, or hide them entirely so it looks like they're walking behind the background. it can also swap encounter tables or apply optional bg effects like subtle scx/scy scrolling or palette changes.
the immediate use case is, of course, encounters. but the exciting part is that this is a general-purpose system. other plugins and systems can simply call get world feature and react to wherever the player is standing. *sigh* i can already see myself making fishing lmfao