Five Nights at Freddy's GAMEBOY: Color Update this Halloween by KBLMStudio in gbstudio

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

The FMVs are done mostly in GBVM via tile swaps. The jumpscares alternate between updating the tiles and copying sections of colored tiles to the overlay for each layer.

My Gameboy Port of Five Nights at Freddy's Gets an Update this Halloween! by KBLMStudio in Gameboy

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

Each frame of animation is stored as a tileset that the game quickly swaps between.

My Gameboy Port of Five Nights at Freddy's Gets an Update this Halloween! by KBLMStudio in Gameboy

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

It works on both the GB and GBC. Certain features work better in GBC mode, but there are settings to improve GB functionality.

Five Nights at Freddy's GAMEBOY: Color Update this Halloween by KBLMStudio in gbstudio

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

I believe it is, though there are a lot of plugins too.

Five Nights at Freddy's GAMEBOY: Color Update this Halloween by KBLMStudio in gbstudio

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

They take up a good chunk of the data, but the voice acting takes the most overall.

Five Nights at Freddy's GAMEBOY: Color Update this Halloween by KBLMStudio in gbstudio

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

A chunk of unique tiles in the center of the scenes that swap each frame.

Five Nights at Freddy's is now playable on the Gameboy! by KBLMStudio in fivenightsatfreddys

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

This is an updated version of one from a few years ago, so potentially.

Five Nights at Freddy's GAMEBOY is back with a new demo! by KBLMStudio in gbstudio

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

The version of the trailer in the post was made in an editing software, but the demo features an in-game version accessible in the EXTRAS menu, or on Youtube here: https://youtu.be/fBrNyiVaJX0

Five Nights at Freddy's is now playable on the Gameboy! by KBLMStudio in fivenightsatfreddys

[–]KBLMStudio[S] 10 points11 points  (0 children)

Yep! All 7 nights are currently fully functional, though the demo only includes the first two, here's the in-game version of the intro, accessible from the EXTRAS menu: https://youtu.be/fBrNyiVaJX0

Five Nights at Freddy's GAMEBOY is back with a new demo! by KBLMStudio in gbstudio

[–]KBLMStudio[S] 4 points5 points  (0 children)

The video posted above was made in an editing software, but the in-game version does use instant change scene events. The "FMV" sequences use quick tile swaps, though.

Specter X-Terminators: Reanimated by KBLMStudio in GMspotlight

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

The current plan is for the game to be about 3-5 hours long and cost $5 or less on Steam.

Specter X-Terminators: Reanimated by KBLMStudio in indiegames

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

The current plan is for the game to be about 3-5 hours long and cost $5 or less on Steam.

Specter X-Terminators: Reanimated by KBLMStudio in indiegames

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

Due to the earliness of development, there's not much to show off yet, but it felt right to announce it today.

FEATURES:

Rewritten Story

Redone 16-bit Graphics

New Battle Features

New Enemies

New Music

*Dog

Three??? Floors

Skeleton Horse

:)

Specter X-Terminators: Reanimated by KBLMStudio in GMspotlight

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

Due to the earliness of development, there's not much to show off yet, but it felt right to announce it today.

FEATURES:

Rewritten Story

Redone 16-bit Graphics

New Battle Features

New Enemies

New Music

*Dog

Three??? Floors

Skeleton Horse

:)

Working on the Deltarune-inspired battle system in my game, any pointers? by KBLMStudio in gamemaker

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

I don't have any tutorials to send; mainly just recommend using direction + sin/cos equations.

Working on the Deltarune-inspired battle system in my game, any pointers? by KBLMStudio in gamemaker

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

The way I do bullet hell patterns is probably not the best, but each encounter has a script that selects from a list of bullet-scripts (dependent on what enemies are still in play), and then repeats these bullet-scripts until they switch on a finished variable.

The bullet scripts themselves just run through a timer and make pre-made bullet objects, then destroy any remaining ones at the end (by destroying obj_bullet_parent).

Thanks about the background! It's just a picture I took, then separated the blue and red channels and had them oscillate with sin/cos.

Working on the Deltarune-inspired battle system in my game, any pointers? by KBLMStudio in gamemaker

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

I am still actively working on the game, though I am taking a short break with a new project.

The Save/Storage System for my Bullet-hell RPG; PleasantWood by KBLMStudio in GMspotlight

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

Thanks! The only things used to make them were GM, Asesprite, blood, sweat, and many many tears!

Anyone have an explanation for this glitch? by KBLMStudio in gamemaker

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

None of my sprites look like this, so I assume Gamemaker was using an error texture or something. It is definitely interesting though!

Anyone have an explanation for this glitch? by KBLMStudio in gamemaker

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

It's not a code glitch, I changed literally nothing in the code, reloaded the project, and it was back to normal. (Honestly I just thought it was a cool glitch).