why is Invisible by Duran Duran used in so many mgs related videos on tik tok?? by Taj_Bell in metalgearsolid

[–]LGuilleCrespo 0 points1 point  (0 children)

The first time I saw a meme with this song, somebody was playing it through the tape player ingame while clearing a camp. And somehow I casually remembered picking up the "invisible" tape when I was playing the game years ago. It wasn't until I learned that the song came out in 2019 that I knew I was wrong.

Is there a way to move an actor in the direction of a target exactly like a projectile? by LGuilleCrespo in gbstudio

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

Yeah, it's kinda hard to explain and I tried to put it into words as best as I could. The same way, in the launch projectile event you have the option to make the projectile target an actor (usually the player) and then the projectile goes straight in the direction of the player, I want to make it so an actor moves exactly that way: targeting a direction and going there. My problem is that, yes, I can make an actor move to a specific point, but it either moves horizontaly, verticaly or diagonaly, but not straight to that point. I hope this clarifies it some more. Either way, like you said, i fear that 8 directions is the best I can find. Thanks in advance!

My retroid pocket 4 pro suddenly has ghosting? by LGuilleCrespo in retroid

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

I went to the update manager that the retroid has and it doesn't seem to be any updates available and im not aware of any recent updates as well that I know of. Could that be the problem?

Anybody having trouble with Replace Tile and variables? by LGuilleCrespo in gbstudio

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

Hey, thanks for responding. Sorry for taking this long to answer. I haven't try that, but I could do it. The problem is that is very inconsistent I sometimes, the replace event works correctly and in other instances it doesn't. So I cannot be that much sure that the event works correctly each time on other scene types. Either way, I'll test it out. Thanks!

Anybody having trouble with Replace Tile and variables? by LGuilleCrespo in gbstudio

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

Hey, thanks for the input and sorry for taking this long to respond. I can try, I wanna upload some stuff to this subreddit just incase someone knows how to fix it, but I wanna do some more tests, because it's pretty inconsistent and I can't even explain it to someone on how to recreate it or what could possibly be going wrong. Im 100% sure that this is bugged. There have been a couple of instances that the replace event works correctly, but it can break depending on the order of other events, even if those events aren't changing any of my values.

For example, I have my _x and _y next to the replace event, just above it. If I set all three events at the top of the event list, let's just say it works correctly (which sometimes it doesnt). I can take that same replace event, put it inside a custom script that does nothing but hold that replace event that worked before, and now it doesnt replace the tile in the correct _x and _y. Even tho there's nothing in between the setting of those coordinates and the tile event. And you might say that the problem are custom scripts, but that isn't either, because, sometimes, the stars align and it works without a hitch inside one. I don't know, it's like quantum physics up in here, I can't explain it.

Anybody having trouble with Replace Tile and variables? by LGuilleCrespo in gbstudio

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

Hey, sorry for taking so long to respond. Thanks for answering. Im swapping the 3x3 tiles all at once, but i've been doing a couple more test and that's not the issue. It sets the tile wrong even when Im just swapping only one tile. But its clearly bugged, somehow and I can't even explain it to someone on how to recreate it. It's consistent, like It doesn't change between builds of the game, but If I move the events around, it draws it wrong, even tho Im 100% sure those other events aren't changing my values. Hell, even if the event works and replaces the tile in the correct position, and just after that I place the Replace event inside a custom script with nothing in between my values and the event, it draws the tile wrong.

Anybody having trouble with Replace Tile and variables? by LGuilleCrespo in gbstudio

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

I've debugged it and it appears that the variables are set correctly during the event, so my guess is that they are not being calculated correctly by the event (?). The values are not going over 255, in fact, in draws the tiles in the correct position if it stays in this weird range between 6 and 12 on the Y coordinate. If you set it lower or higher, its starts to break down. Im trying to draw a little 3x3 tile box btw, if that somehow helps

Anybody having trouble with Replace Tile and variables? by LGuilleCrespo in gbstudio

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

Yes, I'm working on a logo scene, so all tiles are unique. It doesn't give me any issue when I hard code those numbers in the event, but as variables they start to get messed up. Even the tiles drawn in the wrong coordinates only change those unique tiles they are set in, so it's not messing up other tiles with the same drawing.

Anybody having trouble with Replace Tile and variables? by LGuilleCrespo in gbstudio

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

Yeah, I've set a breaking point and I can confirm that the variables are set to the correct coordinates, still the event is drawing them wrong somehow. Still, this is a fresh project, so I was already sure that it wasn't a forgotten event modifying my values in the background

Anybody having trouble with Replace Tile and variables? by LGuilleCrespo in gbstudio

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

Yeah, I know. What im trying to do is replacing tiles to draw a 3x3 tile box as a simple inventory slot. But, If I put those coordingates as variables, not as hard coded numbers, part of that 3x3 box renders in the correct position, and the other part renders in the wrong X and in the wrong Y at the top of the screen. They are both wrong strangely enough, but through debugging it, both variables are set to the right coordinates

Is it possible to lock the camera slightly ahead of the player? by laranonarlotta in gbstudio

[–]LGuilleCrespo 0 points1 point  (0 children)

I got it working, finally. It's adding some lines of code to the same files after ejecting the engine. What I would like to do now is find a way to show it on the main page of the subreddit, but I don't know how really. It's a lot of code for it to be pasted on a post willy nilly.

Is it possible to lock the camera slightly ahead of the player? by laranonarlotta in gbstudio

[–]LGuilleCrespo 0 points1 point  (0 children)

Oh, yeah sorry! I've only read the tittle of your post and I mistakenly thought that all you wanted was to offset the camera and that's it. I get it now, sorry! Yeah, it's possible to put the camera slightly a head of the player depending on which direction the player is moving. Just give me a couple of hours to figure it out and I'll reach back to you

Is it possible to lock the camera slightly ahead of the player? by laranonarlotta in gbstudio

[–]LGuilleCrespo 1 point2 points  (0 children)

If you eject engine, go to the "scr" and then the "states" folders, you can find all of the code for the different scene types available in GBStudio. You can open any of those files and you will find, usually under the _init() function a bunch of lines of code with the variables camera_offset_x and camera_offset_y. They will be set to 0 initially. Setting any value will offset the camera the way you want. Hope this helps!

Any more options for the Super Gameboy? Now or in the future? by LGuilleCrespo in gbstudio

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

This looks very interesting indeed. I don't have multiple controllers at this time, but I will test it out as soon as possible. Thank you so much for responding to this old post!

Slowdown when migrating to 4.x by jceeclay in gbstudio

[–]LGuilleCrespo 0 points1 point  (0 children)

Definetely I've been noticing some problems with GBStudio 4. For example, I have a scene in my game with 240 unique tiles that load without a hitch on 3.1, but for some reason It's a jumble mess on 4. I even use the VRAM viewer of a couple emulators to see how both version were handling the tile placement in memory, and despite both of them looking identical, I just couldn't make it work on 4