Yes, but you would need to make some engine edits. There are a bunch of us working on a "Sports" scene initiative that aims to create a plugin scene type that utilises ball physics. It's relying on volunteers so can't confirm any kind of timeline for it's completion though.
Gumpy Function
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Thanks so much! So glad to hear you like the written form over the videos. I find locating specific information in videos far more tricky although I know others like short form video. I feel its best for the course to go the long form written format so I appreciate that feedback.
Last weeks devlog explains the when's and what's (link below) but for more clarity:
While you can get the full LBaP! course via my itch page, the Playtiles Dev Kit is still in production. To avoid any messy issues, such as sending out the key before the product ships and causing potential problems if refunds were required, the key will be delivered along with the Dev Kit when it ships. It's a bit of a bummer but we aren't too far away now! I'll get the Playtiles staff to update their site so its more clear for people like you. Thanks again for supporting me!
https://gumpyfunction.itch.io/lets-build-a-platformer/devlog/1012405/playtiles-g...
English Translation for others:
There's one piece of information I'm having trouble understanding about Season 1 of Playtiles: Will the games only be playable "weekly" or will they "belong" to us via our Itch.io account?
The games are released weekly as the season continues. A ROM of each game is installed on the PlaytileOS app and uses extra features that the app provides (there will be info released about what it offers soon). Or you can choose to take the ROM off your phone and do whatever you want with it. So yes, the ROM will belong to you but it won't be linked to your itch account - rather the Playtiles account.
The development kit is slightly different as that will be an itch.io download key. Because I will be maintaining the course over time and releasing updates, it's best that accessing the course is linked to me and itch.io rather than Playtiles. That way, there is no middle man if I share updates on going.
Cheers! The Playtiles Game Dev Kit is a bundle including a download key of the full version of the course + the Dev Kit Playtile. We will release more information soon about the details of the package and what's included, but one of the reasons why I am so excited about this partnership is because it provides a very affordable entry point into Game Boy game development with the added bonus of testing out your games using a phone and tactile button feedback.
It costs a lot of money to purchase everything required to playtest a GB ROM on real hardware - Usually, you would have to buy a used Game Boy or a Chromatic or an Anbernic etc. I love that there is now a cheaper option for younger people looking to try out game dev or less fortunate hobbyist developers and they can test their games with buttons using the Playtile and the Playtile OS on their mobile.
As an indie developer that feels the financial crunch when trying to earn enough making games, it just felt like a wonderful thing to be a part of.
Cheers, I don't think I will have the capacity to support updating two courses in addition to working on my own games, so I'm going to say it's unlikely you would see a Top-down Adventure Game course from me.
That being said, although the examples shown in LBaP! are to service the creation of a platformer, many of the concepts learned in LBaP! are directly translatable to coding something like Zelda. Specifically things like creating a HUD, in-game shops, cutscenes, obstacle and enemy behaviors, UI design, SFX and Music management - all the lessons in LBaP! provide a foundation for creating any game in GB Studio.
Cheer. First, head to the GBS docs to read about creating palettes and applying them: https://www.gbstudio.dev/docs/project-editor/scenes#colorizing-a-scene
Second, there are loads of good articles on GB Studio Central (including many of my own). https://gbstudiocentral.com/
Finally, you can check out my GB Studio course if you want some structured lessons. First 6 lessons are free: https://gumpyfunction.itch.io/lets-build-a-platformer
Hi there. I have designed the course to double as a beginners guide to GB Studio itself - especially lessons 1 and 2, which take you step by step through all the basics. The scenes created in lessons 1 to 4 are all Top-down scene types as well, so you will find them most useful. Lesson 5 also covers animation states in more detail so you will find that one paritally useful at least.
Since lessons 1 to 6 are free, I'd recommend certainly working through 1 to 4 as that will give you a great foundational knowledge when starting out. Cheers and good luck!
Great to hear it's helped so much. Since you have already paid, you automatically have access to lesson 11 and all future lessons when they are released.
You can download lesson 11 via your 'My Library' list. Click on the arrow next to your username in the top right corner of your browser to find your library of purchased games/software on itch - the Let's Build A Platformer! Course will be there if it's already been purchased.
I am still working on lesson 12 and up. I release each lesson as I complete them and will update everyone as soon as I can. It takes me around 4 weeks to complete each lesson. Thanks for your patience!
Hi Mark, make sure to unzip the downloaded file as GB Studio won't be able to read the project file unless unzipped.
Once you have unzipped the download file and opened the project, you will be able to view lesson 3. I have made added comments that will explain all the Lesson 3 code and concepts within the project.
I recommend reading the Lesson 3 Overview Devlog as it will introduce the lesson and let you know where to find the comments:
https://gumpyfunction.itch.io/lets-build-a-platformer/devlog/813150/lbap-lesson-...
Hey there, the camera will follow the player as the dash occurs, which can be tweaked to your liking by editing some of the dash related Platformer+ engine variables in the Project Settings Menu.
Here are the dash settings I used in the project (check Lesson 6s project to see the others, if you like).
Dash Input: Double Tap
Dash Style: Ground
Dash Momentum: None
Dash Through...: Nothing
Dash Distance: 600
Dash Time (frames): 10
Dash Recharge Time: 10
Dash Camera Deadzone: 4
You could look into changing the 'Dash Time' (in frames) setting, in particular. Increasing that will slow down the time it takes for your player character to travel from start of dash to end of dash and reduce the erratic camera movement.
Here are Hauntologys P+ Docs if you need any more info:
https://github.com/becomingplural/GBS_PlatformerPlus/tree/main/docs
I haven't settled on a figure yet. That will depend on how much time I will have spent on completing the full course.
As I write the course and develop the LBaP! game, the concepts I include will often expand or I see an opportunity to add something to the game to cover an additional topic that wasn't initially planned. For example, after I wrote a lesson on implementing collectible coins and updating the HUD, I decided to add a shop to the Home Town scene so the player can spend those coins. And I can also cover topics like implementing menus with selectable items to buy for those that want to include a shop system in their own games.
Each takes me about 20 to 30 hours to make so it's difficult to determine what kind of price I should put on it at this time, unfortunately. But the first 6 lessons will stay free and will be enough to get anyone settled in to making a platformer on their own.