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Lazy Dev Games

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A member registered Jun 12, 2020 · View creator page →

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This is awesome!

You can rest at a Tavern. There is one in the Capitol and one in the Fishing Village. They both cost the same.

Should have hit all of these in 1.3

Poor Leah...

1 Bit art only uses 2 colors. Technically, I think I'm stretching the genre here since there's 3 colors throughout the game, but since each tile / sprite only uses 2 colors (black + 1 color) I think it still counts.

Weird! I'll try and replicate. I don't recall running into issues heading west from that zone but the usual culprit is the "exit arrow" coordinates and script get jumbled with the player details. If I'm right this should be easy to fix.

Will probably get an update out addressing everything you've shared in a day or two.


Really appreciate the QA; I've played through the game so it *is* possible to beat, but the extra eyes are very helpful for paths / approaches I didn't take or explore enough. Thought I found most of the bugs but hard to squeeze more playthrough into 3 weeks of dev time haha! 

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oooh; good point. I didn't think about  anyone surviving the trip out from coming in the back.

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Awesome, thanks for the details. I think I should be able to address most of these easily.

1) Likely just didn't set an actor's sprite sheet.
2) That's a bummer; that's honestly a downgrade of a reward for finding that secret! I must have forgotten to swap the actual reward after copy+pasting the chest/script.
3) Should be easy to adjust the timing.
4) The magic spells will only fill the next most available slot and you can learn them out of order, but that made the logic tree pretty long, so I most likely just forgot to have the scenario where you have learned flame first but no others forget to erase the frost text too. Seems like the buttons work correctly since you can't select it, just a visual glitch (and spoiler that Frost is a spell :P )

Please post any bugs you find here.

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Awesome! How are you liking it so far?

Should be fixed in 1.2

I'll take a look and see if I can get a fix out today.

nice

Stats are old-school and punishing indeed, but being a GB Studio 2.0 game it also suffers from the way the RNG events work. Users have explored that more since this was made and there's some better ways to work around it's quirks to smooth out rolls for future games.

I started this back when it was released but kept finding myself wishing it was on the Switch instead of my laptop. This is great news, excited to pick it up!

The next article is scheduled for 5/13!

Glad you enjoy it!

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A .rar file is a compressed format, like a .zip. You'll need to unpack it; 7zip and WinRAR are popular methods. Once you do that you should have the .gb :)

Which emulators are you trying? I recommend SameBoy for GB games.

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This is still ongoing! New articles are a bit delayed due to life / responsibilities, but I'll be working on another entry soon!

You'll need to make sure the position references for various events are updated whenever you change the background's dimensions! In this case, if you expanded the scene to 192x176, your Replace Tile At Position events are now offset, so you're replacing all the tiles that match the new positions (in this case, it looks like it's grabbing a blank white tile).

Based on what you called out for the junk tiles, I messed around with an updated battle scene of 176x160 (putting a 1 8x8 tile black border around the scene) and the set the camera position (and updated my event position references), and it doesn't seem to use garbage tiles when shaking the screen anymore. It's a good call out, so I'll update the backgrounds for future Quests (I also want to clean up the text box borders so this is a good opportunity for an update).

Let me know if that works!

Hello! Sorry, this series will not cover roguelike movement.

That's awesome! I'm a former Teacher & Librarian so this makes my day!

If you need more resources or have any questions please get in touch with me, I'd love to help.

Interesting! Would be curious to see that kind of build some time.

The goal of this project is to be an entry level project that gets a new user / first RPG dev into a system with the basic tools available. We’ll be using fairly limited GBVM (just enough to get a feel) and ideally no plugins (to minimize complexity but also keep it evergreen in case plugins become incompatible). 

Hopefully, the systems gets a user’s gears turning so that they can find ways to expand or streamline the system as they go!

Sorry, I don't have that project file posted (and may not actually have it backed up!), but I did just launch the first article in my RPG tutorial series today with GB Studio Central. One of the future articles will cover swapping party members, so that may help you out!

Sorry! I've taken that one down from itch since the project files are super outdated (and uses ripped sprites).

Thanks. This one can be pretty unforgiving because of the RNG; we have better tools now with 3.0/4.0!

Movement is a bit janky, wanted to go for a turn based roguelike type deal and it required some real wonky scripts back in ~2.0.

Sorry to report that the articles will not have a video component, though.

IIRC, first stat (x) is attack, second (square) is shield, third (circle) is psyko.

Attack > Pskyo > Shield > Attack, rocks paper scissors style.

The mechanics  behind stats/classes/spells were based on Basic Fantasy. Since it was made for a game jam, I decided to use something open source as a way to keep things familiar for players and have a semblance of balance.

What kind of issue are encountering on original hardware? Might be able to help, this was tested on a physical cart / GB pocket, so it should work!

Thanks! Glad you liked it.

I'm working on some other projects right now, but keep an eye out. I'll be back to the dungeons one day! There's a lot of features in more recent versions of GB Studio that would make this much better / address some of the bugs & challenges from this version.


That's awesome! Thanks!

Thanks for making that!

Sure. Send me the link when you’re done!

Sorry! I think it might be bad luck; this was made before we had some more insight into the random seeds for GB Studio so rng was a bit wonky. 

Glad you liked it! I'll keep that feedback in mind if I come back to updating this game for GB Studio 3.0!

I could make the rolls more transparent, too.