Комментарии:
Brilliant. I can think of a few other possible uses for this, I'll need to do some experimenting...
ОтветитьAwesome stuff dude, nicely done.
ОтветитьReminds me of Surge's Gym for some reason
ОтветитьAwesome stuff! I'm loving these tutorials!
ОтветитьYou are amazing man. Thanks a lot.
ОтветитьVery clever!
ОтветитьSolid video. Extremely informative, straight to the point without being confusing.
ОтветитьHey, that's some great vid. Thanks, appreciated.
ОтветитьI don't know if it's because you use older version of GB Studio (or not, IDK the version number since it's already 9+ months since this video) but IDK if there is a limit to actor numbers... AFAIK the limit is only the sprite numbers (max 25 unique sprite) which means you can have "infinite" number of actors as long as they use same sprites...
Then again, if you only use static object, why not just use triggers instead of actor? Sure it can't light up like your example, but AFAIK there is no limit on how much triggers you can add in a scene.
is there a way to make timed events like a ticking bomb or somethin?
Ответитьwhy would they make this with limitations? so lame! especially sense the gameboy era is no more! they could keep it's style but without limits! back then they had no choice! but to use what they had at that time. and you want to play on a hardware well you can just 3d print one or get one of those pie game emulators made for this like what microsoft makecode is doing!
ОтветитьThis is super useful. Thanks so much!
ОтветитьBoo-lio is my spirit animal
ОтветитьI'm an old C developer, that was transformed into a web app developer, which I've been doing for close to 30 years (20 being web). I'm interested in game development and want to have fun. I've toyed with a number of engines and frameworks, and then came across GB Studio last night, then spent the whole day today playing with its nuiances. There was a bug in the example script, in that it failed to release custom scripting from a button so "space dog" became very stupid : ). It took me forever to figure that one out. Then, I started trying to figure out a way to display a kind of HUD and ran into issues with 8px digits for 16px actors to display those digits, and struggled with learning Aseprite's way of doing things. I finally came up with something that should be manageable, but have to create some new assets. Anyway, to finish the evening off, I came across your wonderful sector setup. I've heard of this strategy on other platforms and this was a wonderful illustration of its use. Thanks for sharing!!!
ОтветитьSo you're telling me they had to come up with this trickery on assembly language back then, with no way of failproofing it easily but by dumping the code into a testing eeprom? yooooooooooooooooooooo.
ОтветитьYou are so fucking boring!
ОтветитьCharacter In the video It's great, I like it a lot $$
ОтветитьOne of your ghosts has a badonkadonk
ОтветитьI'm still researching gb studio to know what I can do in it. Is it possible to have a game that goes between top down and side scrolling, like.. if I wanted to make a game that had sections that were viewed from a side perspective, (let's say for example something like lemonade stand, that kind of view with people coming and going from the left and right) but other sections of the game had top down exploring. Is that possible? Going back to the lemonade stand thing because it's a good example, that game has a level of randomness to the customers and it increases the people when you do better, are you able to work in things like that?
lol it sounds like I'm just wanting to make lemonade stand but not at all, it was the best example I could think of that incorporate elements I'd want to know about!
Such a creative solution. Thanks for sharing!
ОтветитьNo, it's not the reason I clicked video. I don't even have GBS. In order to stay young and pretty I have to feed of genus ideas.
Quite a good that one.
From what I can tell, though this is due to me using GB Studio 3.1 on Color mode, the sprite limit seems dependent on how many BG tiles used and how big the room is. With 192 BG tiles taken up in a room, you can use 64 sprites per room, and not all actors need sprites or collision boxes.
Also, since I'm experimenting with it, I tested out something similar for palette-swapping characters. However, my method involves taking advantage of how some objects can only do their update events when they're on-screen, and switching variables so they only have to do it ONCE, when they're on-screen.
I kinda figured GB Studio could do this. If it means I can move/make enemies further down the road without screwing up the VRAM, it'll be very helpful.
I don't understand how you'd make a large game on this.
You'd have to individually manually update EVERY event after a certain event was made?
Like imagine you talk to 20 NPC's. Then something there's a chapter 2 in the story and all those 20 NPC need to be gone in chapter 2.
But come back for chapter 3.
Then only certain ones for chapter 4, but only on certain pages of chapter 4.
That's a LOT of work just thinking about it.
Imagining making all of that with just a notebook and my tiny screen laptop sounds ridiculously stressful.
I'm doing this in the game I'm making.
Ответить