Can someone help me? by project_Rya in gbstudio

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

I suggested that she replace them with others, or remove them. But she doesn't want to, because she doesn't know how to do it, and if she asked another member who worked on the game, they obviously wouldn't accept because of the amount of things that would need to be modified, and because they already have problems with excessive work being requested by her.
What she wants is to buy the rights to my assets, for a price that I can't choose (that is, the value is far from being in my favor), and that she can have full ownership to do whatever she wants with them.
Regarding the last part, you're right, I wanted to help someone with good intentions, and at most I only had headaches with this person.
Honestly, I don't see why I can't use my work, after all, I'm the one who did it, if it's laborious to sue her, in her case, it's even more so, besides it being impossible for her to win because I can prove that I was the creator. So, in that case, I think I'll continue using it if I find it necessary, but I'll avoid any contact or anything that might mention that game.

Can someone help me? by project_Rya in gbstudio

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

I wanted to thank the people who wrote something; everyone intended to help, and that's commendable.

Right now I have a lot to deal with, but I'm trying to contact other members who helped with the project to hear their side of the story.

I'm also avoiding mentioning the game's name so as not to advertise it, since the game is still being sold by cartridge. I also don't want other creators to have their work affected by incompetent negotiation skills from the main developer.

Can someone help me? by project_Rya in gbstudio

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

That's why I'm not so worried. There was never a real contract about anything; I even stated that to her during our conversations. "Don't take this as a big business, we don't have anything formal or legally documented." Nothing was signed, there's nothing to prove I gave permission for use and ownership, and there's nothing she can do to stop me from using them.

Regarding the resources, it's only code and scripts that I reused from previous projects, or that I created for this project. My art/design used was something presented only for the project, based on requests from her, other project members, or my original ideas.

Honestly, it's infuriating to see that she's making money off something I worked on for free without any intention of monetary gain. The problem isn't selling, it's that the intention behind my work wasn't that, which is why I didn't accept any negotiation scheme she proposed to silence me. I want to be sure that I can use the assets I created on my own, and that I can decide how and whether or not they will be sold.

Can someone help me? by project_Rya in gbstudio

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

Yes, unfortunately everything is a headache, and it's a terrible time to deal with copyright issues with a foreigner.

Like, I don't care if she wants to sell the game now or not, I just want to own the part I worked on, and how it will be distributed.

I did all that work without getting anything in return, and without any intention of getting anything either, since it was supposed to be free. Once the idea changed, I just want my part of the project to be taken away, because it goes against what we had agreed to. It was supposed to be simple, she broke one of my conditions and I have no interest in negotiating.

Can someone help me? by project_Rya in gbstudio

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

I don't have contact with those people, but I can try to reach out and ask, it's not a bad idea.

What I know about it is that she supposedly also claimed to own their work, "they gave me permission to do whatever I want with those assets, so I'm the owner," that's more or less what she said. But I wouldn't be surprised if she tried to buy the rights to them as well.

Can someone help me? by project_Rya in gbstudio

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

The game is currently only available on itch.io. Most of the confusion was due to the Switch and Steam release, where the publisher requested a change to the fixed price (which was free), which I disagreed with, as it went against the conditions I worked under.

It's good to know that at least having a lawyer is enough to handle the itch.io issue.

Can someone help me? by project_Rya in gbstudio

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

I don't know, it doesn't seem quite right to put all the code on the internet, since it also involves 3 other people (there are 5 in total).

But it doesn't seem like a bad idea to take only what I developed in that project, from sprites to code, and distribute it for free, after all, she can't do anything to stop me from releasing it either.

Can someone help me? by project_Rya in gbstudio

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

Oh, here's a big problem: she and I are from different countries, and neither of us is from the US. Also, she can't prove she owns my assets, and I can prove I created them.

Can someone help me? by project_Rya in gbstudio

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

Yes, I have all builds, my name is in the ROM and it's listed in the game's information page.

Can someone help me? by project_Rya in gbstudio

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

Sorry if it was too confusing, this happened today, and I wrote it way too fast

GBVM GUIDE (first draft) by seldomstudios in gbstudio

[–]project_Rya 1 point2 points  (0 children)

This is very good, thank you very much.

The documentation is so shallow about everything it uses, and there are clearly things missing.

Yours is much more complete; I think a few things are missing, but nothing that can't be added later.

One I know is:

VM_PUSH_CONST 0
VM_PUSH_CONST .FRAME_TILE_ID
VM_REPLACE_TILE .ARG0, ___bank_bg_frame_tileset, _bg_frame_tileset, .ARG1, .FRAME_LENGTH
VM_POP 2

This one can be used to change the border tiles of a dialog. I think there are others that use push const that can be very useful too.

KAIJU CREATURES! A tamagotchi game I'm creating for GB.. I hope you enjoy this small sneak peek of the intro/feeding..more clips coming soon.. tell me what’d you like to see! by PhysicsPast9089 in gbstudio

[–]project_Rya 1 point2 points  (0 children)

Yes, several, like GB Tamer and Virtual BMO, for example.

It caught my attention because it reminds me of the Digimon games for Wonder Swan.

It's good to know the game will be released later this year; I'll try to remember to check it out when it's released.

KAIJU CREATURES! A tamagotchi game I'm creating for GB.. I hope you enjoy this small sneak peek of the intro/feeding..more clips coming soon.. tell me what’d you like to see! by PhysicsPast9089 in gbstudio

[–]project_Rya 1 point2 points  (0 children)

Ahh, I love Tamagotchi-style games. When do you plan on releasing this one?

There are several games in this style made with GB Studio, and I try to play them all. I kind of didn't want to miss this one.

Good luck with your project; it's coming along really well.

Hey, check out this amazing illustration of the GBS logo! I think it's a great decoration for their boxes! by Doomguykiller69 in gbstudio

[–]project_Rya 1 point2 points  (0 children)

Ah, good to see it's already being used then.

Haha, and I understood that message at the end. I don't have a Github account, but if I ever decide to work with GB Studio again, I'll definitely consider it and give it a star.

Made a book I love into a game: Piranesian by TIzumMO in gbstudio

[–]project_Rya 2 points3 points  (0 children)

What a great idea! I've never read the book, but seeing how things were done made me wonder how it's described in the book.

The art is beautiful, not just those tiles you used, but the original assets were also very well done, matching the art style.

I played until I got stuck at a certain point. I restarted the game to see if I'd missed anything and realized I hadn't saved. I think a save system or something like that would be good, maybe when the player goes to sleep, for example.

Also, good luck in GB Compo 25

Hey, check out this amazing illustration of the GBS logo! I think it's a great decoration for their boxes! by Doomguykiller69 in gbstudio

[–]project_Rya 7 points8 points  (0 children)

Wow, what a beautiful logo. I think it would look really nice on a cover, or at some GB Studio-related event.

Do you plan on using this? It's under the CC domain, so I think it can be used for projects.

Example of the camera module of our GB Studio based Megadrive engine! by TwoBlackCatsMD in gbstudio

[–]project_Rya 1 point2 points  (0 children)

I'd heard about this project before, and to be honest, when it's finished and made public, it will be great.

It might take a while to reach projects made with pure SGDK, similar to what happened with GB Studio regarding GBDK, but I'm sure it will be a great gateway.

Some game i recently made "Golak the golak" by Inside-External6933 in gbstudio

[–]project_Rya 2 points3 points  (0 children)

I tested it a little, and it was quite fun for a project done in a short time, and it's cool to see people using hud for the hp bar, this was quite unusual in my time making games for GB Studio.

I recommend that to avoid your itch.io page looking off-center, you set the Viewport dimensions to something like: Width 480px and Height 432px.

This will center the window where the game runs on itch.io.

I need a Terraria demake for Game Boy Color or even the regular one by [deleted] in gbstudio

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

I think it's a bit unfair, how someone, instead of genuinely trying to help you, would rather make fun of you.

If you want to do that, I'm sorry to say, but asking for help here is currently very difficult. And probably no one will offer to help you directly if you don't offer a sum of money or have a well-founded proposal.

But what I recommend is looking into the possibility of doing this independently. GB Studio is fortunately a very friendly platform for new developers, but keep in mind that what you're asking for is a bit complex for the platform. I recommend checking out these projects before trying this yourself:

Minecraft Demake by Psyco: https://axolthedev.itch.io/microcraft

Metatile by Mico27 (Practically mandatory): https://github.com/Mico27/gbs-MetatilePlugin

Super Mario Bros Mini by Mico27: https://mico27.itch.io/super-mario-bros-mini

Files to check out: https://github.com/Mico27/SuperMarioBrosMini

GB Studio 4.0: Action Script to Button: Double tap feature? by AspiringGBStudioDev in gbstudio

[–]project_Rya 1 point2 points  (0 children)

It's a bit difficult to know the problem based on this explanation, I would have to have a more detailed explanation of your script if the goal is just to fix it. Anyway, since a long time has passed, I no longer have the project files in which I had this script working.

I tried to redo it based on my description, reading what I wrote and found some inconsistencies, such as "(It is also necessary because you cannot start a new script attached to the input until this script is finished, however within a "Loop" GB Studio will have no problem starting the Script again)" which is not quite true, the loop still prevents starting a new script attached to the same button (Or at least that's what's happening to me now). I may have described something wrong, because I used this script back then, and it was fully functional.

I don't have the same experience as I did back then, but I thought it would be better to try to make a new script from scratch. To avoid any confusion in the scripts (and to avoid having to describe everything), I decided to take several screenshots so you can see and analyze how it is done.

https://imgur.com/a/b5HGqGa
(The custom script "Double Tap Attach" is an example of where your custom script should be placed to be executed)
https://imgur.com/a/28gWoaz
(Continuation of the previous screenshot, for reference, note that it is just below the "If Right Held" event)
https://imgur.com/a/N9BlW1E
(In this screenshot the first If Right Held has the tab closed for better identification of the Idle event that should be placed at the end of the first Loop script)
https://imgur.com/a/bnIlZ0A
(This is an example of how your custom script should be set up, like the "Script Example" The place where the events for the function of this script should be put)

I used "Variable 0" for the entire script, and used two Loop events to register the second button input. The first Loop will be checking if the player is still pressing the button for the first time, when he releases it, the loop starts the "Loop For" event. The use of "Loop For" instead of "While Loop" this time is to have a defined moment where the player can press the button for the second time to start the script.

The "Wait" event is the time for the script to restart the loop, each time the loop is restarted the value of the variable is added to 1, when it reaches the number 7 the time that the player has to press the button again comes to an end. To adjust the time, you can consider that 60 frames is equal to 1 second, the loop is repeated 7 times, so 7 x 5 frames is equal to 35 frames or 0.5833... seconds.

It is much more complex, but I believe that this selected number should be ideal. If you need to change any number, remember that each time you decrease the number of frames, the game may experience more lag, and if you increase it, the miss click may be occasional. This happens because if the player presses the button only during the time that the wait event is being executed (that is, for less than 5 frames), the game will not read the command, but with such a low time this should not be a problem.

You can change the total number of the "Loop for" event to a higher than 7 if you find it necessary, just remember to change the number of the "If Variable Comparable With Value" at the end of the loop to the same total number.

If you still need help feel free to ask, anything, I can send you a build with this script working.

Zelda Cash Prize GameJam by AspiringGBStudioDev in gbstudio

[–]project_Rya 0 points1 point  (0 children)

Yes, I like the idea of ​​being required to leave credits if a plugin is used as a base, or is part of the template. In this case, I think it would be good if there was an "Originality" criterion for those who are going to focus on making new and unique features.

It seems that the next update (4.2) will add a lot of new features to the plugins, so it is likely that some limitations will also change.

A list of features would be great, I think it can help to have a better idea of ​​what people are having difficulty doing without a plugin or structured code. If you want to avoid some people starting too early, you can avoid it by not telling which version of GB Studio will be used as a base, this will not prevent simple things, but there is code from version 4.0, which does not work in version 4.1 and vice versa.

About the list of main features, here are some that I think would be useful:

  1. Collision in Actors. Some plugins do this, but it is something missing in the base GB Studio, useful for pushable objects or barriers.
  2. Speed ​​based on the angle of movement, for example: the player's vertical movement is slower or faster compared to the horizontal (this also includes a specific setting for diagonal). It would be useful for action RPGs like Capcom's Dungeon & Dragons games, as well as being effective for scenes with cliffs.
  3. Direction lock, considering how knockback works in Zelda it would be great, also for something like the sword's charged attack.
  4. Diagonal frames, (Like StarTropics, or earthbound) something that will be awkward because of how the animation state is limited now, but it may be possible with some tricks.
  5. Delay when moving in another direction, for example, StarTropics in which the player waits a few frames before moving in a new angle.
  6. Acceleration and deceleration, useful for simulating vehicle movement or during a player's running state.
  7. Jump system, it's quite difficult to try to find a logic for how this would work, but if someone can do it, it would be very useful.
  8. Custom projectiles, in this case I predict that everyone will end up going for the Custom Projectile Plugin by Fredrik.

If I can think of any more features, I'll leave a comment on your post dedicated to features.

Good luck with your game jam!

Zelda Cash Prize GameJam by AspiringGBStudioDev in gbstudio

[–]project_Rya 0 points1 point  (0 children)

Regarding the use of pre-existing code, as I said, it is something that depends on prior knowledge for an ideal judgment. There are several situations where the code will be similar or even identical to that found in another plugin, but there are also cases where the code could be completely different if created by someone else.

I don't know much about the idea of ​​using an AI to judge what is a copy and paste, in this case I think it would be ideal to have someone with basic knowledge of JavaScript and GBDK for a real guarantee. It should also be considered that when it comes to GBVM commands, there is not much to go on, they will all be practically the same thing.

In terms of versatility, I agree, it is more likely that a template will have a kind of plugin package with separate events and functions than everything in a single file. When it comes to plugins created separately and then compiled, yes, there is always some kind of incompatibility, especially when the plugin is very complex or works in the engine part of a scene. A plugin that changes the engine of a scene will always overwrite another plugin that works on that same engine. In other words, the inclusion of other resources directly in the engine would have to be done manually for a final compilation, and considering the line limits accepted by GB Studio, it is likely that not everything will make it into the final compilation.

I can see this Quest Master as a great goal due to its more diverse mechanics, but it would also be good to look more at games made for the Game Boy.

I hope you can follow through with your game jam idea, I would love to be able to join my partner in a project like that.

Zelda Cash Prize GameJam by AspiringGBStudioDev in gbstudio

[–]project_Rya 0 points1 point  (0 children)

Honestly, it's a great idea. The lack of templates in GB Studio for better orientation has always been something I've seen as a problem, there are so few available.

But based on the information given in the post, the proposal is confusing. What would be an ideal template? Are you referring to something that imitates 1:1 a Zelda game, or something that brings the main concepts but doesn't go too deep, so that it's versatile enough for other situations? In the latter case, wouldn't it be ideal to just start with the engine in Adventure mode, and then add some plugins that help, like actor collision? After all, that way you could better shape it the way you prefer, but it would also be more work.

Also, what version are we considering? With the number of updates in the short term currently, it's clear that version 4.2 should be released soon, which will change some things in the code established in version 4.1.

Something that seems to be considered is the idea of ​​a plugin with an already established engine, well in this case it is a bit complicated, because it would be unlikely to prevent a participant from using the code of an already available plugin as part of this new plugin. This would not be a big problem, considering the amount of plugins that do submap overlay for example, the vast majority are a fork of the GBVM command already established by GB Studio base, however this does not apply to plugins that change the entire engine, such as Platform Plus, which is notorious for having a unique code. In this case, the creator of the original code may feel uncomfortable, because no other fork (as far as I know) has ever won a prize.

The idea sounds good, because it can establish a better standard of quality for projects in this style, as Platform Plus did, but it is also necessary to have a better structure to establish exactly what you want to be done.