Looks like GBStudio's point and click scenes do weird stuff when the cursor's colision box is not aligned with a tile so I had to pack it on a 16x24 sprite 🤔
Looks like GBStudio's point and click scenes do weird stuff when the cursor's colision box is not aligned with a tile so I had to pack it on a 16x24 sprite 🤔
Thanks to that, I was able to reimplement how I do encounter tables, and better reflect NES FF1 encounters!
Details below.
Thanks to that, I was able to reimplement how I do encounter tables, and better reflect NES FF1 encounters!
Details below.
#gameboy #gamedev #gbstudio #homebrew
My awesome discovery was how great GBStudio's gameboy palette is. I think I might use it more in the future.
My awesome discovery was how great GBStudio's gameboy palette is. I think I might use it more in the future.
I'm able to produce my own PC and Mobile releases.
I'm able to produce my own PC and Mobile releases.
i can't rely on GBStudio's built in UI scripts because the default textbox stops bg animations and button inputs, but if i use multiple methods of ani and my own scripts i can create more immersive interactions
i can't rely on GBStudio's built in UI scripts because the default textbox stops bg animations and button inputs, but if i use multiple methods of ani and my own scripts i can create more immersive interactions
#gbstudio
it will have to be limited to 8 characters bc if there's 8 inventory slots that's 64 variables devoted just to storing ASCII values.
it will have to be limited to 8 characters bc if there's 8 inventory slots that's 64 variables devoted just to storing ASCII values.
Thanks for the advice everyone! I've decided to keep it simple for now and put people's names in the credits at higher tiers (I assume it's possible for me to do that since godotengine does it).
If you'd like to support #GBStudio's ongoing dev the URL is
patreon.com/gbstudiodev
Thanks for the advice everyone! I've decided to keep it simple for now and put people's names in the credits at higher tiers (I assume it's possible for me to do that since godotengine does it).
If you'd like to support #GBStudio's ongoing dev the URL is
patreon.com/gbstudiodev
I love that they made it easier to implement things like Steam Achievements but I'm not gonna suffer through doing what is effectively a port to a new version of the engine.
I love that they made it easier to implement things like Steam Achievements but I'm not gonna suffer through doing what is effectively a port to a new version of the engine.
Tangentially, that rotating anim looks way better during jumps than falls like dropping down through platforms...
Don't mind me; got no clue what sprite/state limitations GBstudio's imposing on ya!
Tangentially, that rotating anim looks way better during jumps than falls like dropping down through platforms...
Don't mind me; got no clue what sprite/state limitations GBstudio's imposing on ya!
I really appreciate gbstudio's visual coding and the ease it enables people to build games with very minimal understanding of how programming works but I think it is held back by being a GUI that sits on the gbdk.
I really appreciate gbstudio's visual coding and the ease it enables people to build games with very minimal understanding of how programming works but I think it is held back by being a GUI that sits on the gbdk.
yay!
the smaller the game, the more content I can cram in there without hitting gbstudio's hard 4mb limit.
yay!
the smaller the game, the more content I can cram in there without hitting gbstudio's hard 4mb limit.