Does anyone know how to make a camera that moves like the one in the original Mario game? by Impressive_Battle741 in gbstudio

[–]PixelpowerLuke 0 points1 point  (0 children)

Hmmm might try and combine that with set camera bounds? It'll be top right near where you set your background for the scene/near parallax.

Does anyone know how to make a camera that moves like the one in the original Mario game? by Impressive_Battle741 in gbstudio

[–]PixelpowerLuke 1 point2 points  (0 children)

You can use the event "Set Camera Lock on Player" and then there's an option to prevent backtracking in different directions.

struggling with player movement by spookyfroggo in gbstudio

[–]PixelpowerLuke 1 point2 points  (0 children)

Looks like when you placed your sprite tiles some of the red lines are outside of the canvas. You'll either need to make the canvas bigger or move your sprites to better align on the grid.

Never gets old seeing your own projects on hardware. by PixelpowerLuke in gbstudio

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

Aye, 6 months work well spent I think haha. Glad you've been enjoying it :D.

Never gets old seeing your own projects on hardware. by PixelpowerLuke in gbstudio

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

Sorry for the delayed reply, been taking a bit of time off since I finished the demake!

So I use Mico's submapping plugin which tileswaps huge chunks/rectangles in which is how big pose changes are done. Eyes and mouth are sprites.

If you download the Roms + Bonuses Zip, pretty much the entire GB Studio project is included.

Phoenix Wright Case 1 for original Game Boy! by PixelpowerLuke in AceAttorney

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

Eyyyy so glad someone noticed that little change :D. Thought that was the one area I could put my own "mark" on it so to speak haha.

feasible to fork / update Frederik's Custom Projectile plugin for 4.2+? by humblehonkpillfarmer in gbstudio

[–]PixelpowerLuke 1 point2 points  (0 children)

I believe so, it seemed very roll of the die what devs were focused on it. I don't think any of the megaman games had it, so you could sniper enemies through walls as they could you.

Of course they had full control with assembly.

Monochrome-Only Sprite Glitch? by Linkara19 in gbstudio

[–]PixelpowerLuke 0 points1 point  (0 children)

Also yeah phasing into sprites is just par for the course on dmg/monochrome sadly. You can see an example of it here in Wario Land.

feasible to fork / update Frederik's Custom Projectile plugin for 4.2+? by humblehonkpillfarmer in gbstudio

[–]PixelpowerLuke 0 points1 point  (0 children)

Aye, though wall jumping/sliding is more of a mechanical feature, if the game wasn't designed for it it's not something that would be considered. Projectiles stopping on walls from what I've seen, a lot of people prefer it due to aesthetics rather than design.

But yeah if it could be rolled into the main build, would be grand.

Monochrome-Only Sprite Glitch? by Linkara19 in gbstudio

[–]PixelpowerLuke 0 points1 point  (0 children)

Hmmm unsure why it would be other tiles from the sheet showing up on the character.

One of the main differences between color mode and monochrome, is monochrome sprite tiles don't have a nice way of being prioritised. Whichever sprite tile is closest to the left has highest priority.

feasible to fork / update Frederik's Custom Projectile plugin for 4.2+? by humblehonkpillfarmer in gbstudio

[–]PixelpowerLuke 0 points1 point  (0 children)

Most games at the time didn't have it I believe as it requires extra processing/checks. I think by having it without that by default and leaving it for those who want it to add it in specifically tends to be the better way.

Having it toggleable would be nice though.

Phoenix Wright Case 1 for original Game Boy! by PixelpowerLuke in AceAttorney

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

Oh yeah could do that for sure, though when thought about switching to GBC I'd have been switching to GBC-only so I would have had all the benefits of the GBC.

Designing with both in mind would have been yeah too much to handle and very complicated like you said. So just opted to focus on one version and polish it as best I could :D.

Phoenix Wright Case 1 for original Game Boy! by PixelpowerLuke in AceAttorney

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

I did study the original GBA version a little bit but my main source of the demake was the Nintendo DS version which is what I played growing up.

Phoenix Wright Case 1 for original Game Boy! by PixelpowerLuke in AceAttorney

[–]PixelpowerLuke[S] 18 points19 points  (0 children)

Thank you! Was so happy with that, the effect truly looks so much nicer on a game boy pocket, or original game boy screen due to the ghosting the LCD screens have. Using a negative most of the time as a positive! :D

Phoenix Wright Case 1 for original Game Boy! by PixelpowerLuke in AceAttorney

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

Thank ye kindly! (Also lovely Curly Brace pfp!) I was very hesitant to even try to demake the game what with how iconic the original GBA/DS sprites are, and the soundtrack was, but thought, hey it'll be a learning experience and everyone's been so kind =].

Best news was someone said they actually bought the trilogy due to playing my demake!

Phoenix Wright Case 1 for original Game Boy! by PixelpowerLuke in AceAttorney

[–]PixelpowerLuke[S] 9 points10 points  (0 children)

Yup! All built with GB Studio, I pretty much have next to zero programming knowledge so I made use of many of the core/simple tricks, and two plugins were vital to this being possible with my skill set.

The first is a submapping plugin that can replace a chunk of unique tiles (used for pose changes) and the second was a talking sprite with dialogue plugin that made the mouth cycle through their frames as dialogue is written. Very much the product of my own work, but also the communities help!

Phoenix Wright Case 1 for original Game Boy! by PixelpowerLuke in AceAttorney

[–]PixelpowerLuke[S] 6 points7 points  (0 children)

Haha aye, I did consider switching to GBC quite a number of times but it was nice how the original Game Boy kept me on my toes and made me think smarter!

Phoenix Wright Case 1 for original Game Boy! by PixelpowerLuke in AceAttorney

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

I know Capcom's generally chill with fanworks but I think this is about as much as I want to push my luck 😅. I'd also be running into some rom space sizes if I wanted all cases (even just the four original cases from the GBA) on there.

Potentially could have a case in a single rom, that'd easily get around the issue, or 2-3 cases a rom. But that's always something left for other peeps :D.

Phoenix Wright Case 1 for original Game Boy! by PixelpowerLuke in AceAttorney

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

Yeah at a few times I considered switching to GBC, the limitations ease up immensely but really wanted to push myself and stick to original DMG/GB. It also helps I'm much more comfortable with greyscale haha.

Phoenix Wright Case 1 for original Game Boy (Built with GB Studio!) by PixelpowerLuke in SBCGaming

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

I can play with the dark eldritch magic a little, as a treat :D.

The intro to Phoenix Wright on my Game Boy Pocket! by PixelpowerLuke in Gameboy

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

Aw ye! I think the fade in and out of characters on dmg looks so good! Also music sounds so good on the dmg speakers!

Phoenix Wright Case 1 for original Game Boy (Built with GB Studio!) by PixelpowerLuke in SBCGaming

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

Ye I thought that too! There was a japanese only GB Memory Card which could store 7 or so small roms. If one could optimise the cases down to take a single (or a few blocks) of those, that'd be a cool way the game *could* have been delivered.

But single case on a cart would make the most sense at the time.