r/gbstudio

â–² 1.8k r/gbstudio+7 crossposts

Sto sviluppando un gioco per Game Boy, Ribbit!

Ciao a tutti, da un po' sto sviluppando Ribbit, un action platformer ispirati ai classici come Kirby e Mario.
Sarà compatibile sia con Game Boy (a 4 colori) che con Game Boy Color, e sto lavorando ad una demo del primo mondo che rilascerò (spero) a breve.
A presto!

u/Upstairs-Confusion-3 — 15 hours ago
â–² 36 r/gbstudio+1 crossposts

Got my Roguecraft GB physical \o/

My Roguecraft GB physical arrived today. Amazing to finally hold the finished product in my hands. Thalamus did a wonderful job with the package. \o/

u/EGVroom — 11 hours ago
â–² 78 r/gbstudio+1 crossposts

Every GB Studio game included in Playtiles Season 2, in under 60 seconds!

Hey everyone, now that all the games included in Playtiles Season 2 have been revealed, we thought it would be cool to put together a little video showcasing all 24 titles in under 60 seconds. So here it is!

For those discovering Playtiles: we built electronic-free controllers that stick directly onto your smartphone screen. No batteries or Bluetooth, just physical buttons that turn your phone into a little handheld. They come with access to our app PlaytilesOS and a bundle of games, with the developers officially licensing their games to us (and being duly compensated).

Here are the 24 GB Studio games licensed in Season 2:

The Echoes of Worlds, Pitchfork: Playtiles Edition, PocketWare 2, Bubble Frog DX, Wink and the Broken Robot, Sword of the Apocalypse Ep. 4, Trigwa, Pilgrim's Peril, Fortune & Glory Ep 1-3, Murder Mansion, Inspector Waffles: Early Days, Dijon Game Boy: Playtiles Edition, Retro Otrop: Playtiles Edition (EN), Sheep Split, Pocket Tour, Solastra, Pokettohiro!, Rise of the Penguins GB, Mission: Earth, Hellbreaker 1.0, Raven Star, and EGG Ex.

A huge thanks to all the devs who trusted us with their games and helped make this second season happen!

Playtiles Season 2 is still available for the next few weeks if you'd like to check it out: https://get.playtil.es/

PS: And if you're already on board, don't forget to vote for your favorite games of the Season directly in the app! Your votes directly reward the developers behind the games.

u/Loraime-Ipsoum — 15 hours ago
â–² 46 r/gbstudio

Progress going well thanks to the community here!

Over the last 2-3 weeks I've posted questions on how to tackle problems or fix things with the game I am working on, and it's all now going quite well. Don't want to speak too soon but I think the nuts and bolts that make the core of my game are now working pretty solidly!

Hopefully in the next couple of months I'll have a more complete looking game to show you all.

Thank you again to all those who have helped and Mico27 for his amazing plugins such as Actor by ID and Metatiles!

u/SakiEndo — 21 hours ago
â–² 31 r/gbstudio+2 crossposts

The Layover Hit: Reloaded | New Gameboy Color Action Game

Our Kickstarter campaign has been live since about 9am and those day 1 rewards are going fast! Please check it out and play the game's free prologue episode.

We still have a lot of great physical and digital rewards including boxed copies of the game, limited edition art booklet and stickers. We passed our initial goal in less than an hour and a half, so now it's all about the stretch goals!

u/Gunsavior_00 — 1 day ago
â–² 12 r/gbstudio

another FFMQ Battle arrangement!

I have been on a real Ryuji Sasai kick lately with playing all this saga 3 and mystic quest, and i felt like arranging the other good battle music from this game. turned out fire imo it needs some cleanup but it's not bad for a night's work

u/Coobert-Of-Plsia — 2 days ago
â–² 158 r/gbstudio+1 crossposts

First Boss Fight in Ribbit - Demo Out Now!

TRY THE DEMO HERE!

Hey guys, just wanted to show the first boss fight of Ribbit.
You can play the full Demo on Itch (even on browser and mobile), it includes 2 levels and this boss fight.

I've also set up a Kickstarter page, you can follow it and get notified at launch if you're interested in a physical or digital release.

If you find any bugs, have suggestions or just have questions let me know, see you soon!

u/Slug_Nocyde — 3 days ago
â–² 16 r/gbstudio

Parallaxis showcase video and last demo announcement

This video is a showcase I made for my game. Anyone interested can also play the updated demo, or even download it to play locally.
I have been working on this for the past two and a half years, putting practically all my free time into it. It feels strange to say that it's finally nearing completion. I would love to hear your opinion on the game.

u/Alphaknightt — 2 days ago
â–² 6 r/gbstudio

Anyway to make a sprite appear over an actor?

Title says it all, is there a way to make the player actor appear behind a sprite actor?

reddit.com
u/CowboysStatGuy — 2 days ago
â–² 45 r/gbstudio

RPGSoup Update: Animation Choreography

Hood morning and greetings from Coobsoft HQ ! sorry that i've been slim on the updates, usually it's like me to update on this more frequently, been really quite busy both at home; and in the kitchen.

First, a video. and a disclaimer for that video - couple of small bugs in this recording. with the timing of the callout banner, and the tile streamer, but they've since been sorted. it's not to be taken as any indication of quality, and the interface is subject to change probably once or twice more before it's finalized.

For some time during this endeavor i've been trying to wrap my head around how to really tackle custom animations in battle without leaving you guys (or me) being tied down to just the 32x32 and 48x48 "single actor anchored to the center of the screen/the center of an enemy" system i had. it didn't have the depth that i feel like real games have, and it just looked kinda tacked on even if you tried to be creative and worked around it.

Back in the day for animation choreography, RPGMaker had Effekseer or something else on the later versions. GBS, and RPGSoup do not. but nothing to fear!

I set out to make a solution and this is what i came back with. it's not by any means final so bear that in mind. I promise I will take a good video of how it works in time, but it's changing like, every day - and a full tour would be wasted since it'd be outdated in a week. I give you my word when it's through, I'll deliver a full walkthrough on my YT, for anyone to use as a resource. god knows there just aren't enough good tutorials, amirite? 😂 I'll make sure to give you guys the whole cribs tour, complete with DVD Extras! ALL THIS SAID, here's a quick rundown.

in your scripts menu on the sidebar, you'll either already have, or make an animation and choreography library. There are two events.Define Clip, and Define Choreography.

Define Clip, is just defining an animation for the battle engine, using the sprites we have in the sprites folder. it's your bread and butter. here you define default behaviors for a single-segment of animation. simple stuff, just its visual effect, its size, amount of frames, and its sound if you want one. these will be used to build bigger attacks out of.

Now, the Define Choreography event: Flavortown. That's what this is. Those clips that we were defining a second ago? This is where you'll use them. This is where you'll define the actual battle animations behavior, and where you'll put those "blocks" together.

You can make some pretty long and cool effects with this. You can apply multiple effects per "beat" as i'm calling them (segment was considered, but i just like beat better, feel free to go in the code and change it if it bugs ya i don't mind =P ).

You can add both raster and palette effects, timing them pretty much however you'd like, and can have effects carry through every beat, or time it to end with the beat. As long as they overlap in a way that makes sense, you can overlap the effects as well! In the API if you change motion path to free, you may place the animation at any coordinates you like, and then apply the one of the included motion paths to it while it's bound to a defined rectangular region (it's x, y, width, height) of your choosing.

i am doing my best not to just include 1 or 2 movement options for attacks, then tell you guys "welp the rest is up to you, use the custom option" - as this is for everyone, not just experts and not just newbies. As you can see, i've been up to my eyeballs in RPGSoup. I'll post more as the situation develops. Soup's finna be FIRE.

for a quick status indicator, the engine is probably a hard 90%, the demo is more like 60%.
i'd like to release them at the same time so folks have a whole project to pick apart and learn from.

AH, and as for a name for the actual game that demos the RPGSoup engine - "Fever Dream Saga" is about as on the nose as you can get, right? i love it.

Stay tuned!

Coob, President of Coobsoft

P.S. - I still have a few things up my sleeve, too!

https://preview.redd.it/77m0mttz3vjh1.png?width=1367&format=png&auto=webp&s=d47ed5627c10b0ec916fe73e7218e62307c8ef3d

https://preview.redd.it/eq5p111y3vjh1.png?width=1371&format=png&auto=webp&s=f8a64ec8efbc9eb15fd86902df19df83c6265e6a

https://preview.redd.it/e37qr71y3vjh1.png?width=1373&format=png&auto=webp&s=9151e0bcbff54704a0d1ac90f86927c9bb8545ce

u/Coobert-Of-Plsia — 3 days ago
â–² 25 r/gbstudio+1 crossposts

GB Studio Sample conversion to Game Gear/SMS

  • it's the included Sample from GB Studio 4.3.2
  • all 17 scenes working
  • music + sfx fully working (not here as this is a gif)
  • colors are only ~90% equally just because it's a GBC conversion
  • minor issues wit Space Scene

It's a Testcase for a much larger mission.

u/Heinz2001 — 3 days ago
â–² 128 r/gbstudio+1 crossposts

We are hiring (Vermis NES!)

Hello everyone! It's me, Grand Trader, again with an update about the Vermis NES game, we need your help! If any of you can help us, be it with NESFAB (the new engine i'm gonna use), concept art, music on famitracker, pixel art, anything! I'll add you to the "staff" section of the server once you all message us in the "join staff" portion, you can show us portfolio and even past projects you worked on, and once i analyse it, you're officially member of the party! Here is the invite: https://discord.gg/aw8A5C7y6V

u/Grand-Trade9331 — 5 days ago
â–² 3 r/gbstudio

Question: spritesheet swapping + replace tile

https://www.gbstudio.dev/docs/scripting/script-glossary/actor/#set-player-sprite-sheet
https://www.gbstudio.dev/docs/scripting/gbvm/gbvm-operations/#vm_actor_replace_tile

'set-player-sprite-sheet' completely replaces the scene memory of the player's spritesheet with the replacement sheet correct?

will a GBVM script using vm_actor_replace_tile work on a player spritesheet to replace a specific few tiles from an actor tilesheet?

if a tile is overlaid in the same sprite in DMG will it potentially glitch the front tile to fall to the back based on which is more "forwards"?

what I'm trying to do:
swap player sprite sheets for different clothes/armor, then have special overlaid tiles that get swapped out with weapon graphics. allowing moderate customization. I was going to use a separate actor/trigger as the weapon and tie it to the player, but.. I'm pretty sure such an actor on DMG will result in the left to right tile order sinking the weapon behind the player. so I turned to modifying an overlay tile, but this is all hypothetical, I'd rather ask than build a test file only for me to find out the hard way..

Oh, lastly, if I swapped the sprite sheet and then replaced a tile on the same frame, would that cause any graphics glitching?

u/joshex_dirad — 4 days ago
â–² 3 r/gbstudio

GBA compatability?

Hi, making a game with GB Studio for the first time and would love to play it on my actual hardware, but I only have GBA available. Post here from 2021 had mixed reactions so was wondering if anything changed since then? Is it possible to make a GBA-compatible game on GBS? Are any of the steps different if I want to burn my own cartridge? Thanks!

reddit.com
u/derzhizhabl — 3 days ago