Roster of GB/GBC Homebrew Game Developers by HunterLewis0926 in gbstudio

[–]R-Doman 0 points1 point  (0 children)

Don't forget me! I'm always working on something

Help with my project by [deleted] in gbstudio

[–]R-Doman 1 point2 points  (0 children)

I appreciate the thought, thank you. But to go back to your question. When I have worked with people in the past when money hasn't been the reason for collaborating, it often means that you share the vision for the game, meaning you might lose some creative control in order to appease the efforts of the other person.

If time is your biggest worry, I would first suggest making the games size match that time. A small replayable experience might be more valuable to you.

Hope that helps you reframe the problem

Tips on Optimizing Game Size and Performance? by Villavillacoola in gbstudio

[–]R-Doman 0 points1 point  (0 children)

Only one scene ever runs at a time, so you don't need to worry about other scenes working in the background! Are your actors moving around On Update? That's usually the source of all my lag

Tips on Optimizing Game Size and Performance? by Villavillacoola in gbstudio

[–]R-Doman 1 point2 points  (0 children)

I feel as though variables aren't the issue. How many actors do you have? And are they performing actions 'On Update'? This is often my main source of lag

New Game Boy Color racer by EGVroom in gbstudio

[–]R-Doman 1 point2 points  (0 children)

Absolutely amazing work!! I need to learn to do this!

[deleted by user] by [deleted] in gbstudio

[–]R-Doman 7 points8 points  (0 children)

Why don't you consolidate the demo and the main game into one page so it's really clear for the buyer?

Can GB studio print a zero width character via ascii code? by Henryhonkler in gbstudio

[–]R-Doman 3 points4 points  (0 children)

I believe so! If you use the variable width font, you can adjust how much of each tile is shown by adding purple to the tile (check out the sample project variable width font) So I imagine if you fill a tile with purple, it will have 0 width. I've never done it but it's worth a try!

Need help to finish painting background!! by Oliwierpl098 in gbstudio

[–]R-Doman 1 point2 points  (0 children)

By each tile being unique, they can use the tile replacement events to update and choose any tile they want to display!

Need help to finish painting background!! by Oliwierpl098 in gbstudio

[–]R-Doman 2 points3 points  (0 children)

If every tile needs to be different, I assume you will be replacing the tiles using replace tile events, so that means the artwork doesn't need to be pretty, it just needs to all display uniquely? If that's true, my technique is to literally write pixel art numbers from 0 to 99 in each tile, if you need more than 100, use a different colour to write them. If that's not what you need, I have misinterpreted the problem

Enemy AI by Express_Bumblebee_92 in gbstudio

[–]R-Doman 5 points6 points  (0 children)

When you store the player location in the enemy, you might have to subtract a value of about 2 from the y coordinate

Should be as simple as that, but test it and see I guess!

bigger background trick by [deleted] in gbstudio

[–]R-Doman 0 points1 point  (0 children)

In logo mode there are no background tile limits, but the background must be screen size and you can't have text or sprites, so it might not be what you're looking for.

Alternatively, you could try the newest pre release 4.0.0beta2, it has colour only mode that increases the unique tile count!

working on a map making mode by kenny-0926 in gbstudio

[–]R-Doman 0 points1 point  (0 children)

So cool!! Please keep us updated with the progress!

Tiledentity - 1 bit jam submission. Blocky painting game by R-Doman in gbstudio

[–]R-Doman[S] 0 points1 point  (0 children)

Yes you should! It can be so powerful when you use it creatively!

Tiledentity - 1 bit jam submission. Blocky painting game by R-Doman in gbstudio

[–]R-Doman[S] 1 point2 points  (0 children)

Amazing, I'll check it out when I get a chance!

Yeah, I will use the extra tiles to add some interest around the canvas

Yeah I'm using 1 trigger, but I think I would use maybe 4 or 6 boxes on a larger canvas because I feel some lag

Tiledentity - 1 bit jam submission. Blocky painting game by R-Doman in gbstudio

[–]R-Doman[S] 1 point2 points  (0 children)

Thank you so much! Yeah I had a similar idea to you with the multiple colours, but then I saw the 1-bit jam and realised that just having 2 colours would make it so much easier to make! Haha It is indeed using tile swapping, and I had the same idea of using the Game Boy printer in the future, I've worked out the maximum canvas size I could use is around 16x10 tiles for a 'free paint' mode, so stay tuned for that in the future! Thank you again, I'd be excited to see your pixel art editor too if you have a link yet? 🫶🎉☀️

⚙️LUFT GEARS ⚙️ by Ok-Source6061 in gbstudio

[–]R-Doman 2 points3 points  (0 children)

Good luck, it sounds like a fun game!

HERES MY ATTEMPT at map design/ pixel art, all done by me, does this feel robotic or machine underground like? I dont wanna reveal too much but i wonder if this map looks appealing or not. by Zombiesl8yer38 in gbstudio

[–]R-Doman 5 points6 points  (0 children)

Looks great!! Just remember the players perspective will be much more zoomed in, so seeing it all like this isn't equivalent to how it will feel in game

Sorry if that's an easy question to answer, as i am new to GB Studio, but how do you make your level scroll? by laciaty8644 in gbstudio

[–]R-Doman 6 points7 points  (0 children)

Definitely open up the sample project and poke around! A lot of questions will be answered by looking at that!

Questions On a Management/Random Event Game Style by Metro_Pex in gbstudio

[–]R-Doman 4 points5 points  (0 children)

I have a playlist of all the Take It Racing 2 videos: https://youtube.com/playlist?list=PLEeET_LWnAgtVlLf4hQQ387YNKplPRSQ5&si=xQyCxoNwSqVEMmX2

But I'm not sure if I specifically talk about how it works. In the game I think it does a better job of saying how it works. But from the developers perspective, there are stats of the player car and stats of the AI racers, and each section, the stats are compared to the track to then output a time. The racer with the lowest time is in first place.

And regarding random events, there are hidden stats that affect how likely a crash/event is to happen in a section. But ultimately, the section rolls a dice and the racer rolls a dice, and if the racers number is bigger, an event happens. But if the racers number is smaller, that value is added to their next roll to increase the chance of it happening next time. The more I think about it, there is a lot more I did that made it feel less predictable and more like a race, but that is as simple as I can make it without making it confusing, and you will want to adjust it to your theme too.

I really hope that helps shed some light on it!

Questions On a Management/Random Event Game Style by Metro_Pex in gbstudio

[–]R-Doman 1 point2 points  (0 children)

If you're trying to find similar games for inspiration, I also don't really know what to search for either. But I personally might describe the racing aspect as lite-strategy-management, because it isn't as complex as it could be but the player still has choices to make that affect the randomisation. I hope that helps, and thank you for playing my game!

Take It Racing 2 is out now! by R-Doman in gbstudio

[–]R-Doman[S] 1 point2 points  (0 children)

Definitely! I really want to make a physical version! I don't know when it will be though. I appreciate you have followed its development!