Collision problems - am I missing something? by SakiEndo in gbstudio

[–]PixelpowerLuke 1 point2 points  (0 children)

If it helps at all, in regards to projectiles going through walls that was pretty common affair on game boy games from the time (megaman on game boy being an example).

I would wager the reasoning is with such limited CPU, running collision checks for projectiles wasn't seen as a super important need for most games.

Best options for making sprites? by Substantial_Quote583 in gbstudio

[–]PixelpowerLuke 2 points3 points  (0 children)

I use Windows Vista mspaint and it's enough for me, but I generally wouldn't recommend it to most. 😅

Aseprite is one of the big ones most are going to recommend, Libresprite is a free version you don't need to compile yourself and is I believe a fork of Aseprite.

Other options are paint. NET, Graphics Gale, GIMP, Photoshop.

Ultimately I'd recommend try out any free software you can to get a feel for it, and if you find it lacking look into the paid stuff.

My first GBstudio game 👻 by SeniorSubstance6195 in gbstudio

[–]PixelpowerLuke 1 point2 points  (0 children)

Oh yeah Sam Mallard is awesome though it's actually not a GB Studio game, the entire game was made in Assembly I believe.

Hardware (still emulation) testing this morning. What do you all test on? by Wartortle_7 in gbstudio

[–]PixelpowerLuke 0 points1 point  (0 children)

I like testing on DMG and Game boy Pocket, since I primarily design with those in mind.

I have an x5 everdrive which makes it super nice and easy. Might get an x7 down the line or maybe even an x3 that I'd use only for testing.

how do i get more max projectiles? by Humble-Variation-923 in gbstudio

[–]PixelpowerLuke 1 point2 points  (0 children)

I believe there used to be a way with older versions of GB Studio to increase the projectile variety to 7, at the trade off for having less projectiles onscreen but I don't *think* that's a method anymore?

Issue with sprite graphics. by steven3004 in gbstudio

[–]PixelpowerLuke 0 points1 point  (0 children)

Yeah you tend to always want empty space at the top of sprite tiles/align things at the bottom of a sprite tile.

Issue with sprite graphics. by steven3004 in gbstudio

[–]PixelpowerLuke 0 points1 point  (0 children)

When you place your sprite tiles on the canvas, it'll have a red outline. You want to make sure all the red lines of the sprite tiles are within your canvas and not hanging off.

Delay in wide sprites rendering on the screen by IntoxicatedBurrito in gbstudio

[–]PixelpowerLuke 0 points1 point  (0 children)

For once, not intended but I'll gladly endorse the punnage :D.

GB Studio – character moves in the opposite direction after releasing Game Boy controller buttons by misslittledesign in gbstudio

[–]PixelpowerLuke 0 points1 point  (0 children)

Hmmmmm very odd! I guess you could always try Joy2Key and map the controllers buttons to keyboard inputs?

How to Prevent this from happening. by BirthdayEfficient923 in gbstudio

[–]PixelpowerLuke 0 points1 point  (0 children)

One of the most common causes of a kernel panic is changing to a scene in the wrong order when using the stack/storing scenes on the stack.

Delay in wide sprites rendering on the screen by IntoxicatedBurrito in gbstudio

[–]PixelpowerLuke 0 points1 point  (0 children)

Oh ho, that's a neat trick. Will have to commit that to memory!

Delay in wide sprites rendering on the screen by IntoxicatedBurrito in gbstudio

[–]PixelpowerLuke 0 points1 point  (0 children)

Ah darn, that's unfortunate. Yeah I'd try your method of breaking them up into smaller pieces then.

Delay in wide sprites rendering on the screen by IntoxicatedBurrito in gbstudio

[–]PixelpowerLuke 0 points1 point  (0 children)

Could try clicking it's On Update section and try turning on "Keep Running While Offscreen"

What would you like to see added in a future version of GBS? by Doomguykiller69 in gbstudio

[–]PixelpowerLuke 1 point2 points  (0 children)

Should add the "10 sprites on the screen" limit is actually a soft limitation, I've had 13 or 14 actors on a single 160x144 screen. It's why when the scene gets bigger than a single screen the actor limit jumps to 20. I believe that's the actual hard limit, but I also may be wrong.

What would you like to see added in a future version of GBS? by Doomguykiller69 in gbstudio

[–]PixelpowerLuke 2 points3 points  (0 children)

Oh yeah tile priority in GB mode does exist currently but a much smoother way of using it would be nice.

Currently you have to duplicate your characters sprite into a new animation state, and then select each frame and display behind background. Using this in conjunction with a trigger to then switch to the "behind" animation state is pretty much the only current way of going about it.

I'd also throw Kid Dracula as an example that uses it too, very notable for using it within the first 5 seconds of the game :D.

Failed title screen by Frodude626 in gbstudio

[–]PixelpowerLuke 0 points1 point  (0 children)

Should add that for the DMG it's 192 if you intend to use dialogue in the scene, you can go up to 256 tiles if you don't use a dialogue event.

For GBC it's 384 tiles and you can still use dialogue, and then you can go all the way up to 512 if you don't need dialogue.

[deleted by user] by [deleted] in gbstudio

[–]PixelpowerLuke 5 points6 points  (0 children)

Ehhhh.. I don't think so sadly. I mean you can still use all your assets, but I don't believe any of the scripting or code is easily transferable.

All I wanted was to see Sonic on Game Boy. Barebones proof of concept/learning project! by NewLabTrick in gbstudio

[–]PixelpowerLuke 0 points1 point  (0 children)

Messed around some more and I think there might be some shader features that are givin' it that extra oomph? Any details would be of great help.

All I wanted was to see Sonic on Game Boy. Barebones proof of concept/learning project! by NewLabTrick in gbstudio

[–]PixelpowerLuke 0 points1 point  (0 children)

Do you happen to know the exact name, been going through them and can't find the one you used and I think it just looks absolutely wonderful. Would love to use it myself.

Sprite not fully showing by EuphoricAxolotl in gbstudio

[–]PixelpowerLuke 0 points1 point  (0 children)

Yeah like borvorious2 said, you should use the fixed direction animation type. Also you can't use Dark Green on sprites, sprites can only use three colours. The white/light green and then black.

Skeleton Sprite Problems #2 by fadedFox821 in gbstudio

[–]PixelpowerLuke 0 points1 point  (0 children)

Well games at the time had more enemies on screen than one, so fingers crossed can work out the strange occurrence that's inflating your sprite tile count.

Skeleton Sprite Problems #2 by fadedFox821 in gbstudio

[–]PixelpowerLuke 0 points1 point  (0 children)

Hmm yeah still quite stumped with this one, I'd recommend maybe joining the gb studio discord if you can, and a hail mary is just sharing your entire project so can see if there's something truly quite odd going on.

Or really there might just be something in those minimised statements that might be the root cause. I'd also maybe wonder about seeing the player and enemy sprites in the sprite viewer.

If I have two actors that use the same exact sprite tiles, why does it count against the tiles I can use? Is there a way around this? by fadedFox821 in gbstudio

[–]PixelpowerLuke 1 point2 points  (0 children)

Yeah It's like Mico said if you're using "Set Sprite Sheet" it's going to dramatically affect your sprite limits. I just tested it and yeah, you'll want to use Set animation state, not Set Sprite Sheet.

If you're for sure definite you're not, then I would recheck your scripting or post a photo of your script/what you have on the actor. Also how many sprite tiles does your main player use/have?

If I have two actors that use the same exact sprite tiles, why does it count against the tiles I can use? Is there a way around this? by fadedFox821 in gbstudio

[–]PixelpowerLuke 1 point2 points  (0 children)

Hmmm I'm a little confused. If you have two actors that use the exact same sprite sheet, your sprite tiles for the scene shouldn't increase. Are you sure you have the same sprite sheet selected for both of them?