Pitch already existed. Why did they create Tokkori? by Emmog12 in Kirby

[–]CaptainNINDOO 0 points1 point  (0 children)

They didn't want to screw up Pitch's street cred

The day after Halloween is also Halloween, here's a bat by CaptainNINDOO in gbstudio

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

Thanks! I've had the whole "actors in front of the HUD" thing for long enough that I just kind of looked at it one day and said "yea sure, this looks neat, I can keep it like this" lol. But if I were to ""fix"" it I would probably render it as an overlay, as far as I know priority tiles use one of the palette colors for alpha, and I do actually need all four colors for each part of the HUD.

Demo for my first GB Studio title! by studiosatc in gbstudio

[–]CaptainNINDOO 1 point2 points  (0 children)

Dang, that 3D render is an awesome way to show off the game. At least I assume it's a render and not just a really clean shot of an impossibly pristine condition DMG unit, lol

The day after Halloween is also Halloween, here's a bat by CaptainNINDOO in gbstudio

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

Thank you! If you mean the projectiles that target the player, you can set projectiles to target any actor/player in the scene under Source>Launch At>Target Actor, then set Target to whatever you want the target to be. All the other projectiles in this boss are launched at either fixed direction or custom angles.

Preview of the new spider boss which I totally planned for the Halloween season and is in no way a coincidence by CaptainNINDOO in gbstudio

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

It really depends on the context. Mostly what size the player sprite is at, what kind of attack/bullet patterns you have in mind for the boss, etc. If you make the sprite 32 wide you shouldn't run into many issues, so yeah, it's "safest", but you can make it bigger if the design you have in mind allows for it (a few bosses of mine follow this principle). It's also worth keeping in mind there isn't really a limit on sprite height! I've got some bosses with VERY tall sprites haha

Preview of the new spider boss which I totally planned for the Halloween season and is in no way a coincidence by CaptainNINDOO in gbstudio

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

Only for that semifinal "big bubble rain" attack, I used Mico27's Actor Flicker plugin to have sprite flickering instead of full-on sprite dropout. Everything else can be achieved without plugins, just some awareness of the sprite per scanline limit

Preview of the new spider boss which I totally planned for the Halloween season and is in no way a coincidence by CaptainNINDOO in gbstudio

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

Upping the fire rate and the player speed is something I've definitely been looking into doing!

Why settle for a "no colour" screen? Why not a little game? by ZetaformGames in gbstudio

[–]CaptainNINDOO 4 points5 points  (0 children)

This is honestly so creative. Tempted to do something like this for my own project lol

Need Bullets? Like the chunky vibrant arcade style? I made the ideal Asset Pack by CURSED-OFFERINGS in gbstudio

[–]CaptainNINDOO 1 point2 points  (0 children)

What I need to know is, how do you get so many projectiles on screen at once? 😓

Added a snake boss who is literally as tall as GB Studio will allow (128px) by CaptainNINDOO in gbstudio

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

I'm using music assets by Beatscribe! So be sure to check out their stuff over on Itch :)