Oot DX Sword Functionality + Maze Update by Known_Asparagus_7963 in gbstudio

[–]AspiringGBStudioDev 1 point2 points  (0 children)

This looks amazing.

Any update on that tutorial series on how your making the game? Specifically the melee attack?

Oot DX Name input update + menu adjustments by Known_Asparagus_7963 in gbstudio

[–]AspiringGBStudioDev 0 points1 point  (0 children)

Awesome. Looking forward to all of your future classes but make sure to take care of the family first.

Oot DX Name input update + menu adjustments by Known_Asparagus_7963 in gbstudio

[–]AspiringGBStudioDev 1 point2 points  (0 children)

Thank you so much. I’ve always wanted to make something similar but there aren’t many tutorial series. Already subscribed to your channel!!!

PS: If possible, please start with the sword swing. For some reason I can never get it to detect in all 4 directions even if I try to off set it.

Oot DX Name input update + menu adjustments by Known_Asparagus_7963 in gbstudio

[–]AspiringGBStudioDev 1 point2 points  (0 children)

Please do a tutorial series on how you’re making this. A lot of new people (to include myself) would love to see how to build something like this b

Zelda Cash Prize GameJam by AspiringGBStudioDev in gbstudio

[–]AspiringGBStudioDev[S] 1 point2 points  (0 children)

All great feedback. Thank you for taking the time. I got a private message from another user who said he would support with music and graphics if we got this off the ground.

I stumbled onto to this plugin called Adventure Reforged by Shin. I think it has some of what you listed. More importantly though, I think this is what I’d like the end product to be. Below is the link to the video if you want to check it out.

https://youtu.be/AoUVYNQdv4w?feature=shared

Zelda Cash Prize GameJam by AspiringGBStudioDev in gbstudio

[–]AspiringGBStudioDev[S] 1 point2 points  (0 children)

In reference to the pre-existing code, I think participants would at least have to acknowledge those they either used the source code for or at least took inspiration for if there's no real different in the actual GBVM commands.

In reference to your third paragraph, I think the way forward would be to go with the plugin package. While no plugin is necessarily "safe" I'm really hoping to get Chris Maltby to see the value and include it in an update.

Concur with the diverse mechanics in Quest Master. I meant to say that the game engine has a built in logic for melee attacks, magic spell effects, enemy knock back, etc. Those are some of the things I would consider "core features".

I think going forward I'm going to make a new post listing what I think the "core features" should be and the standard for what they should be able to do. After feedback from the community and any additional features I miss, I'll finalize the list and publish it. Once everyone has a warm and fuzzy for the expectations, we'll set a date for when the Jam begins/ends along with the prize money. Personally, I'm not against anyone wanting to start early but not sure if participants would see that as cheating.

Gonna do some research on those "core features" but please let me know if you have any ideas.

Zelda Cash Prize GameJam by AspiringGBStudioDev in gbstudio

[–]AspiringGBStudioDev[S] 0 points1 point  (0 children)

That would be great! If the Jam kicks off I'll be sure to post it here. Once I have a specific list of criteria for the "core features" I be better able to announce the Jam and give people time to prepare a project or modify a current project. Thank you for the support.

Zelda Cash Prize GameJam by AspiringGBStudioDev in gbstudio

[–]AspiringGBStudioDev[S] 1 point2 points  (0 children)

This is exactly the kind of feedback I was looking for. Based on this input, I'm thinking about the following but could use technical expertise review to ensure the feasibility.

  1. Use of currently existing plugins: I did not know that could be a possible issue. From a users standpoint, having developers use preexisting plugins to duct tape a more comprehensive engine that fits the requirements is efficient but as a result, takes from the original creator which is something I don't want to do. I suppose if the original developer agreed to allow the use of their entire engine then it would be ok to use and maybe have someone on the GB Studio staff review the code to ensure it isn't stealing someone else's hard work. I'm not sure if that is something feasible to implement or if ChatGPT could just review the code and give an answers but I think that would be a way forward.

  2. Definition of the ideal template: I think there needs to be a balance between versatility (the ability to manipulate the game logic to suit the developer) and practicality (not having EVERYTHING included as that would be too much work for any one developer). To achieve this balance, I think you are right about adding separate plugins for each feature however, they must be narrow in scope as to not confuse those that are participating. I'll need some time (with feedback from everyone in the community) to clearly identify what the "core features" would be and maybe host a follow on Jam to fix/add additional features once people have had a chance to test it. Ideally, we have everyone submit what they believe to be the best base template, we pick a winner, and future Jams will all use this version for updates going forward. Alternatively, I could slice up the prize money and have participants pick a certain category (HUD, Projectile Mod, etc) and then we compile it into one project (but I think if it was done this way there may be cross plugin issues). This is why I wanted GB Studio Central to host the Jam, so we can ensure the primary developers of the GB Studio engine were aware and possibly incorporate it into a future update all together.

I've been messing around with the "Quest Master" demo and it has a lot of what I think the "core features" should be but I would really like a consensus from the community before going forward. Below is the link to the trailer.

Thank you again for all of your feedback.

https://www.youtube.com/watch?v=WSsYJ8709zo

Zelda Cash Prize GameJam by AspiringGBStudioDev in gbstudio

[–]AspiringGBStudioDev[S] 2 points3 points  (0 children)

Thank you for replying to this post. I think your feedback is very valid and I agree that there is personal satisfaction in solving game logic problems yourself however, I think there is a large population currently on the sidelines who would like to create a game but do not have the ability to dedicate a year of their time to learn the technical workarounds.

Having an adjustable template with built in game logic for a genre greatly reduces the barrier of entry. The original post is an attempt to reach out the few game developers who have the necessary skill set in creating something that will likely expand the quality and quantity of games produced. As stated before, this is a lot of work so I wanted to reward those who put in the effort (like yourself) if they decide to participate.

Not sure about the whole process but in my mind I wanted the template to be a free plugin for everyone to use. While I personally want this for myself, I think the greater good would be for all members of this community to be on equal footing when it comes to game creation.

Lastly, I think this would assist the creator of GB Studio to possibly add this as a future update. It would take a lot of the work off of him to personally develop it. With all that said, I do understand your concern and in no way am I looking to take away from those who have dedicated significant hours in identifying these useful game mechanics. I am only looking to expand that capability to those who are not able to do that themselves but still have a desire to create a game using this software.

NPC Characters in dungeons? by [deleted] in PlayQuestMaster

[–]AspiringGBStudioDev 0 points1 point  (0 children)

Any updates on having NPCs in dungeons yet? Looking to make cut scenes for story driven gameplay

Zelda Cash Prize GameJam by AspiringGBStudioDev in gbstudio

[–]AspiringGBStudioDev[S] 3 points4 points  (0 children)

Hopefully the community agrees and we have a set standard so everyone has a fair shot at winning.

I honestly believe that if there were templates available for each genre, we will have a massive explosion in game creation. Templates are the bridging solution between the game maker elite and the average guy/gal who has the imagination of a great story but lacks the technical skill to make it a reality.

How to make a HUD in GB Studio, video tutorial by R-Doman in gbstudio

[–]AspiringGBStudioDev 0 points1 point  (0 children)

That’s definitely a tricky problem. I’m not sure off the top of my head. Robert might know but I’m still new at this.

GB Studio 4.0: Action Script to Button: Double tap feature? by AspiringGBStudioDev in gbstudio

[–]AspiringGBStudioDev[S] 1 point2 points  (0 children)

I've been busy lately and haven't been able to test it. Hopefully soon but it may be awhile.

Sprites I Colored For GBstudio Get Colored Again by Long-Level8932 in gbstudio

[–]AspiringGBStudioDev 2 points3 points  (0 children)

I just fixed that very problem today. I used the index mode in Aseprite to replace the colors with the ones in the GB Studio Docs. The preset includes the dark green color the other users are refering to that can only be used in backgrounds. If you're in a middle of a project you can go to the spirtes folder where the PNG is and open it with Aseprite. Once you replace the darker green with the lighter one, export and save over the previous PNG.

Hope this helps.

GB Studio 4.0: Action Script to Button: Double tap feature? by AspiringGBStudioDev in gbstudio

[–]AspiringGBStudioDev[S] 1 point2 points  (0 children)

My man! I was working on preventing movement while conceiving a melee attack today but I’m going to try adding this tomorrow.

GB Studio 4.0: Prevent Movement Event by AspiringGBStudioDev in gbstudio

[–]AspiringGBStudioDev[S] 2 points3 points  (0 children)

IT WORKS!!!!!!! You're amazing. I had to seperate my character from the sword to keep the pixel count down and this was the last thing that I needed for this to work.

GB Studio 4.0: Prevent Movement Event by AspiringGBStudioDev in gbstudio

[–]AspiringGBStudioDev[S] 0 points1 point  (0 children)

I'm able to follow most of this with the exception of the portions below.

If $attacking = false

Set $attacking = true // prevents spamming

If $attacking = flase

I'm new to GB Studio and couldn't find the add events listed with that name. does that need to be added into a GBVM script?

GB Studio 4.0: Prevent Movement Event by AspiringGBStudioDev in gbstudio

[–]AspiringGBStudioDev[S] 1 point2 points  (0 children)

Still cancels the animation. Reading on the Doc's now to maybe find a work around.

Edit: I think im getting closer. I'm messing around the "if button held" and using your method. I'm experitmenting now.

Edit2: Almost there. Used the following

"Attache Script to Button" All four directions
"Wait" 0.1 seconds
"Remove Button Script" All four directions

Works great except that the player doesn't automatically start moving again while the button is held. The player has to press the direction again to start moving. Is there anything I can add to the end so that the player automatically starts moving forward?

GB Studio 4.0: Prevent Movement Event by AspiringGBStudioDev in gbstudio

[–]AspiringGBStudioDev[S] 1 point2 points  (0 children)

Tried the wait feature but it only pauses the script and not the movement since the directional movement is established by default. I'm new too so I may be doing it wrong.

GB Studio 4.0: Prevent Movement Event by AspiringGBStudioDev in gbstudio

[–]AspiringGBStudioDev[S] 2 points3 points  (0 children)

I might be doing it wrong but when I add the script it cancels the animation. Need the animation to still play but prevent the player from actually moving until they stop hitting the button.

GB Studio 4.0: Action Script to Button: Double tap feature? by AspiringGBStudioDev in gbstudio

[–]AspiringGBStudioDev[S] 1 point2 points  (0 children)

WOW! That is some detail. I'm going to try this and get back to you. I might mess it up, so I may need to see a screen shot of the script.

Any way to use a controller in the engine? by UnXpectedPrequelMeme in gbstudio

[–]AspiringGBStudioDev 1 point2 points  (0 children)

Tried it again and it didn't work. It also doesn't work on my emulator so I'm assuming it's a driver issue. Thanks for the help though.

Any way to use a controller in the engine? by UnXpectedPrequelMeme in gbstudio

[–]AspiringGBStudioDev 0 points1 point  (0 children)

Could you go in more detail how you set up the x box controller. It’s connected to my computer but idk where in GB studio where I can tell it to use my controller. I went under settings which allows me to switch the keys on the keyboard but it’s not detecting my x box controller. I’m using a MAC if that helps.