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gearfo

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A member registered Jul 08, 2019 · View creator page →

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test

I sent you an email, but just for the benefit of anyone else who's interested:

Mico27 has a plugin to set colour palettes from variables. If you want to let a user input custom colours, like with RGB sliders,  that plugin might be more directly useful than Fade Street:

https://github.com/Mico27/gb-studio-plugins/tree/main/plugins/Mico27/SetPaletteC...

I did a quick test and it seems to work if I do this:

- Set the SGB palettes using "Quick Load Palettes", using background palettes 5, 6, 7, 8.

- Then use the DMG fade events to actually fade in and out.

Is this what you're thinking?

You're thinking that you'll have a slideshow of 1bit images. And could you, instead of fading in and out between each image, do a cool dissolve effect?

I think the answer is yes, on CGB at least.

You would just need something like a small python script to preprocess the image submissions, and then possibly a bit of GB Studio trickery to get no-fade scene transitions working correctly. 

But nothing too crazy, so I think it seems fairly plausible.

In colour mode, it should work with any event other than the automagic events.

In any of the events, if you leave the sprite palette selection on "Don't modify", you can make whatever change you like to the background palettes and the sprite palettes will stay the same.

For DMG events, just check the box for "Affecting BGP", and uncheck the boxes for "OBP0" and "OBP1".

(If you wanted to keep the sprites visible during a scene change, you would also need to make sure that exactly the same spritesheets are loaded in both scenes, so there aren't any glitches as VRAM updates. And make sure that sprites have the same positions on screen in both scenes.)

Are you using GBT Player (.mod files) in your project?

I fixed an issue that was causing games to crash when they used both Fade Street and GBT Player at the same time. That fix is in the new version (12.1).

If the new version doesn't fix your problem, let me know and I can keep looking into it, but so far this is the only type of crash I've been able to replicate.

Thanks!

For the flickering fades on DMG, it's worth testing it on as many types of screens as possible. I think it looks good on original DMG screens, but it probably looks bad on emulators that don't do any frame blending. I don't have any aftermarket screens to test on but it could be good or terrible.

I've looked into this a bit, but I haven't been able to reproduce the crash yet.

Can you build the demo project with your copy of GB Studio?

Are you using any other plugins in your project, or have you ejected/edited the engine?

Thanks!


What problem(s) are you having with version 4.1?

Thanks!

Thanks! 


I made a diagram showing exactly how the title screen works: https://geminorons.neocities.org/wiaf/#figC

Basically, it's using a single four-colour palette for the whole screen, but the colours in the palette get updated as the screen is rendering. So the art uses one colour for the background and one for the logo text, but you end up seeing two vertical gradients on screen.

No, it only works on Game Boy Color (and later compatible consoles). It won't work on earlier models like the original Game Boy, Game Boy Pocket, Game Boy Light, or Super Game Boy.

There's actually a web version, but it doesn't seem to display in the itch.io app.

If you visit the game page through the itch.io website, you can play the full game for free in your browser.

https://gearfo.itch.io/geminorons

No, the only game mode is player vs. CPU. The HTML5 version on the web has all the same features as the .gbc ROM file.