Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(+1)(-1)

Results from testing it anyway;

I have been using GB Studio for near 7 years, and just happen to exclusively use v1.2 due to later changes that overly complicated certain things. Ooh, this seemed so ideal for me...

I tried this with the source from my first fully developed, tested, and released game.

Built in GB mode. Failed to build in SNES mode.

So to be fair, I then tried the other four fully developed, tested and released games.

Built in GB mode. Failed to build in SNES mode.

Hm. AI scoring 0/5 so far here. Okay, let's try the four little simple projects I have sitting. Some one screen, up to six.

Care to guess the result?

That's nine out of nine projects varying from single screen demos to a six screen prototype that all built fine in GB mode, and failed to build for SNES.

0/9.

Needs a bit of work there. Perhaps a human will do it better.

você já tentou reajustar as imagens para 256x224 que é a resolução nativa do snes?

Aucune des erreurs observées ne concerne la résolution. Heureusement, car il y a plusieurs centaines d'arrière-plans par jeu.

(1 edit) (+1)(-1)

well, I tested the build as much as I can and it works for me. Can I have more info where the build hangs? If you can go on discord to talk about the issues, it will be appreciate

(1 edit) (+1)(-1)

I can only give my personal, direct experience. I have been happy to volunteer my time on projects like the Homebrew Channel in the past, but I don't work for a machine, and certainly am not going to be a free tester and QA for its output. Why would I assist with something that is actively causing harm not just to the retro gaming world, but to developers and friends, and to strangers whose water is now poisoned by an entitlement to "make work easier"? Add to the fact the errors I saw in some cases made no sense and again contradict the fact that the GB Studio side will build the exact same code and assets.

Who needs human developers and coders, right? Simply have a slopper test it for you. Oh...

(EDIT: and you released a Linux version without testing the output Big Autocomplete spat out for you? Oh dear...)

(-1)

Isso que vc falou, serve para o gb studio, ou é só um ataque pessoal? Pq pela sua lógica a sua hipocrisia fica em destaque, critica ferramenta que facilita desenvolver jogo, sendo que vc assume que faz uso de ferramenta similar, e muito pelo contrário, ajuda a cena retro, na qual a sua atitude que atrapalha, toda ferramenta é bem vinda, pq nem todos consegue se familiarizar com códigos, mas tem criatividade para jogos, vc só está mesmo, sendo mesquinho e hipocrita, já que a ferramenta é livre e ninguém é obrigado a usar.

(1 edit)

Criei literalmente milhares de assets, digitei à mão dezenas de milhares de palavras, aprendi a usar um rastreador e escrevi roteiros incrivelmente complexos e caminhos ramificados com consequências ao longo de um jogo de 12 horas em cinco partes. E fiz funcionar, testei. E pude fazer de novo e explicar cada elemento que acontecia nas centenas de cenas. Claude não fez e não pode. Não argumente que usar IA para criar algo é nem um pouco. E de novo, ataques pessoais me entediam, então pare.

Using Photoshop or Pixieditor or a tool like GB Studio, is nothing close to using the garbage generators. And unlike them, what I do works. And people enjoy it.