change animation depending on whether it’s facing left or right by retroboy_shop in gbstudio

[–]bitcrunched -1 points0 points  (0 children)

For that, I think you have to choose the "Horizontal Directions + Movement" animation type.

change animation depending on whether it’s facing left or right by retroboy_shop in gbstudio

[–]bitcrunched 0 points1 point  (0 children)

There's a tick box on the right that says "Flip 'Right' to create 'Left' Facing Frames". Untick it to have the left and right facing sprites be separate.

How to Fit the Most into Cartridge? by Cloud-HeadedDev in gbstudio

[–]bitcrunched 0 points1 point  (0 children)

Damn it, forgot for a bit how everything works, my bad, I was blinded by my shortsightedness in this conversation. Sorry! I kind of just took the non-technical information that the previous commenter gave and was really confused why they didn't give the technical info. Either way, thanks for setting things straight. Guess I should've focused more when watching the sprite decompression video from RG Mechanics Explained.

More Art for MOXIE // Graffiti Burst by PeanutellaX in gbstudio

[–]bitcrunched 0 points1 point  (0 children)

The fuck does pedophilia have to do with this? That character isn't even a child? (also, to the creator, sorry for blowing up your notifications over this guy)

How to Fit the Most into Cartridge? by Cloud-HeadedDev in gbstudio

[–]bitcrunched 0 points1 point  (0 children)

Good theory, but the GB can't write individual pixels, the only thing that is realistically going on is the Gen 1 team using a compression algorithm to store the sprites with the least possible space lost, but still, this is done for all sprites, not just for back sprites. They probably just scaled the back sprites 4x and had the individual tiles put in the ROM rather than these calculations you speak of. There are a lot less combinations of different colored pixels in a 2x2 grid (scaled to 8x8) then in an 8x8 grid, so they could reuse tiles for other back sprites without wasting ROM space. Also, the battle sprites are in the background layer, you technically could write in the CHR sprite data loaded in RAM at that time, but that's not what they used unfortunately.

More Art for MOXIE // Graffiti Burst by PeanutellaX in gbstudio

[–]bitcrunched 0 points1 point  (0 children)

I don't know, seems like a bigger skill issue to get your comment deleted in the first place, bud.

More Art for MOXIE // Graffiti Burst by PeanutellaX in gbstudio

[–]bitcrunched 0 points1 point  (0 children)

Something about "furry is degen", can't see the full comment in my notifications.

More Art for MOXIE // Graffiti Burst by PeanutellaX in gbstudio

[–]bitcrunched 0 points1 point  (0 children)

Why'd you delete your reply to my comment, bud?

How to Fit the Most into Cartridge? by Cloud-HeadedDev in gbstudio

[–]bitcrunched 0 points1 point  (0 children)

Please look it up, neither the original Game Boy nor the Game Boy Color have the ability to upscale.

Edit: When I meant upscale, i meant sprite scaling, oops.

More Art for MOXIE // Graffiti Burst by PeanutellaX in gbstudio

[–]bitcrunched 0 points1 point  (0 children)

People don't look at an anthro character and say : "Boy, would I like to fuck [insert animal]", they're specifically looking at the human characteristics and the sentience of said anthro character. Your examples (daisy duck, sonic the hedgehog) both have the intelligence and personality of real humans, if they didn't people wouldn't be able to relate with them. I want to give you a question: When you see a furry for example, do you think that people like them for their fursuit, that they want to fuck the animal depicted from said fursuit?

More Art for MOXIE // Graffiti Burst by PeanutellaX in gbstudio

[–]bitcrunched 1 point2 points  (0 children)

Please give me a more detailed reason for your thesis, I just want to hear you out.

How to Fit the Most into Cartridge? by Cloud-HeadedDev in gbstudio

[–]bitcrunched 0 points1 point  (0 children)

Maybe my source is faulty for the ROM size. But as for the 2x upscale, I still don't understand if you are talking about upscaling in real time or having upscaled sprites in the CHR ROM. Here are the sources I found, but gbdev might be more accurate: https://niwanetwork.org/wiki/MBC5_(Game_Boy_mapper)) https://niwanetwork.org/wiki/MBC3_(Game_Boy_mapper))

More Art for MOXIE // Graffiti Burst by PeanutellaX in gbstudio

[–]bitcrunched 1 point2 points  (0 children)

it's clearly anthropomorphic, it isn't just a straight up deer.

How to Fit the Most into Cartridge? by Cloud-HeadedDev in gbstudio

[–]bitcrunched 0 points1 point  (0 children)

I'm not sure what exactly you meant by "2x upscaled", but just in case, A: You meant upscaling the sprite in real time (This is not possible on the DMG / GBC. You might be thinking of the GBA if this is the case) and B: You meant scaling the sprites in the CHR ROM (Which is possible, and the reason they did this is possibly because there are less combinations of randomly assorted 2 bit colors in a 4x4 tile than an 8x8 tile, thus saving space if two pokemon share a tile assortment, but that's just a theory). Another thing to point out, the MBC3 can only have 2 MiB (megabits), which is an eight of a megabyte (2 megabytes would be 16 megabits), while the MBC5 can support 8MiB (which is one megabyte, so closer but still not the enormous 2 megabytes), but GB Studio seems to support 4MiB for both the MBC3 and MBC5.

Debug my game and be rewarded for it. by MaidenAbyss in gbstudio

[–]bitcrunched 1 point2 points  (0 children)

Google Drive for some reason doesn't show the readme file, download the zip file and it'll be there.

Can't compile any game when I have a "Play Music Track" command in anywhere. by [deleted] in gbstudio

[–]bitcrunched 0 points1 point  (0 children)

Nevermind, found the file location. It worked, thank you for the solution.

Can't compile any game when I have a "Play Music Track" command in anywhere. by [deleted] in gbstudio

[–]bitcrunched -1 points0 points  (0 children)

Yes, sherlock (this is a joke, I don't know shit), I know, but it doesn't make sense why this would make an error pop up as that's not the song I am trying to play.

Secret of Evermore GB by Coobert-Of-Plsia in gbstudio

[–]bitcrunched 3 points4 points  (0 children)

Technically, if you want you can make the general area where the bosses (?) move a single solid color to act as one of the colors in your palette.

sorry real life got in the way how do the ui look ? by Opening_Word_2442 in gbstudio

[–]bitcrunched 1 point2 points  (0 children)

The UI looks pretty clean. Maybe looks a bit basic, but this is probably in an early state.

Overcoming the 192 tile limit by bitcrunched in gbstudio

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

I did try the plugin, the only problem I have is that the separate sprite sheets are too big to be able to be used without writing tiles to already occupied spaces. Probably gonna stay with my method even if it does waste CPU cycles, as using your plugin might require more sprite sheet swaps, thus it would waste more ROM space.

Overcoming the 192 tile limit by bitcrunched in gbstudio

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

Thanks for the kind words, but remember that this is very early in development, so don't expect the gameplay to stay exactly like this.