#GBStudio's
Menu cursor updated.
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 🤔
January 4, 2025 at 10:23 PM
I reworked a lot today. Every enemy is now their own image, letting my dynamically load them using GBStudio's "Tileset" system, which makes tacking onto the VRAM pretty easy.

Thanks to that, I was able to reimplement how I do encounter tables, and better reflect NES FF1 encounters!

Details below.
November 25, 2024 at 7:28 AM
I've created a couple of Game Boy cartridges featuring the demo by the band “Tensión 73.” They're a hardcore punk band from Chile. I added these songs to the cartridge using GBStudio's WAV file system, and I was also able to include the lyrics on screen. 😀

#gameboy #gamedev #gbstudio #homebrew
July 10, 2026 at 5:12 AM
Submitted this to a gameboy pixel art jam yesterday. The theme was "An Awesome Discovery".

My awesome discovery was how great GBStudio's gameboy palette is. I think I might use it more in the future.
October 2, 2023 at 2:36 PM
I got GBStudio's web export to iframe inside a construct 3 .exe export. Basically a webpage inside a webpage, nothing impressive, it took less than 10 min to figure out.

I'm able to produce my own PC and Mobile releases.
March 1, 2026 at 9:18 PM
getting bolder and dumber with my UI. plus some more angles of that maladaptive city boy

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
June 17, 2025 at 11:37 PM
#gamedev I'm looking into the tile limit for this screen style I'm working on. If the only repeating tiles are the borders, then this screen has 252 unique tiles (gbstudio's limit is 195). I can reduce the count by only displaying tiles when necessary, but I still need legroom.

#gbstudio
July 26, 2025 at 8:05 PM
I am constantly amazed by what people can do with just GBStudio's built in tools. My own games always have so many engine hacks and custom plugins.
Starting to learn how #GBStudio works and it´s fun!!! First test of the character animation, collisions, variables, prison cell room logic (if´s...), etc.
November 11, 2024 at 11:28 PM
something I think I might do is take advantage of gbstudio's ASCII functionality.

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.
June 27, 2026 at 5:28 AM
RT Chris Maltby

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
Get more from GB Studio on Patreon
A game creator for your favourite handheld video game system
patreon.com
April 26, 2024 at 8:02 PM
man I wish gbstudio's newer versions wouldn't break my project.

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.
June 22, 2026 at 11:59 PM
I certainly remember recording them. It's possible when we got to implementation the audio was too crackly and we decided to leave it out. It was during the very early days of gbstudio's inclusion of the feature. I apologise, it was a long time ago.
August 7, 2025 at 11:05 AM
HUD is gonna look CLEAN; any plans to change the portrait with states like low health?

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!
June 30, 2025 at 5:55 AM
gonna start jotting down psuedocode and outlining my plans for this side project.

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.
March 3, 2025 at 1:41 AM
All in all excited to see where this path goes. Mico27's Metatile tools look like they might be a great resource to study while doing this. As does GBStudio's "load_scene" function in the engine's source code. If it goes well, this could be a proof of concept for some advanced RPG tools in GBStudio!
November 27, 2024 at 8:39 AM
****The answer is that coding with gbstudio's visual scripting gives you very limited ways of doing things but to someone who hasn't worked with gbstudio it would look fucking atrocious.
May 8, 2026 at 2:30 AM
like some may not consider using gbstudio's visual scripting as real coding but hear me out: if you are in a low-spec environment where variable counts will eat chunks of memory and storage space then magic numbers are one of the few options you can exercise.
August 11, 2025 at 2:03 AM
also I might just be able to get this thing out in less than 1mb.
yay!
the smaller the game, the more content I can cram in there without hitting gbstudio's hard 4mb limit.
February 28, 2025 at 7:32 AM