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A member registered May 13, 2023 · View creator page →

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This turned out very good. Each demo did a great job of showing the evolution of the game engine. 

I discovered GB Studio in 2021, and seeing how it continues to get better every day is very rewarding. 

Happy birthday, GB Studio!

This is wonderful news, I was so excited for this update that I couldn't believe the news as soon as I woke up. All these new features look great, I can't wait for the games that will be made with them in the future.

Thank you for the great work with this game engine!

Thanks! It took me a while to think about this mechanic, and even longer to implement and simplify it. So it's good to know that it's being useful.

Well, I make my assets available as a way to be as accessible and versatile as possible. There are no intentions of receiving anything in return, even through donations. In addition, redistributions are also allowed within the limitations of the license, so I hope you understand why this option is missing from the page.

I admit that I want to play more games using this feature. So good luck in your work!

It's really a bit confusing, I've been told this a lot, so I've put together a small guide to try to help put it into practice, but it's a guide that focuses more on the asset's mechanism.

If you want to delve deeper into how 'sprites behind background layer' works, I recommend the phinioxGlade's tutorial on Github. The tutorial goes into great depth on the usefulness of the function, as well as giving some very useful tips on its use.

Link: https://github.com/phinioxGlade/gbstudio-background-sprites-tutorial

I played a few times my best performance was: 118 Great, 47 Good and 20 Missed.

I loved playing it, I really like rhythm games, and this one worked really well. He adapted well to the game jam theme, and made an interactive and competent menu with just one button.

The music was cool in the game, and the art has a comfortable style that doesn't interfere with the game's performance.

The game play is functional for the genre, but I must admit that I didn't expect this difficulty, I thought the collision was minor compared to games like Guitar Hero or Taiko no Tatsujin, but it could have just been bad attention on my part. However, once you get used to the game it works very well, and the notes have good spacing, which favors note combos.

Overall it's a great game, if there's interest, it can be easily expanded with new music and levels, that would be great.

Regardless, good luck in your work!

This game reminded me of flappy bird, but more comfortable to play.

The game play is simple, but it fits perfectly with the game.

The art is very charming, the paper plane makes me wonder if it is a 3D model with contours or a well-made animation with great perspective. Hands leave me impressed, I have a lot of difficulty drawing some fingers, and here is a lively hand with a charming style. And finally, a satisfying wind effect that doesn't interfere with game play and leaves a deep sensation in the scene.

I didn't play that much because I'm just really bad at this type of game, my record is 95.

My record is: 788

I had fun with this game, the idea is simply brilliant!

The way the rules are obvious as soon as you start is great, making it a very creative way to deal with track-based movement.

The strategy behind enemies is also good, each hand has its own behavior, this makes you think before proceeding. But there is also a period of time that makes you want to be agile. Which makes it a mix of dexterity and quick thinking.

The game used its idea very well, and brought an authentic vision together.

Oh, now I can understand, thank you!

Engines that use the Java language as a base are much more user-friendly compared to C#, for example. It seems convenient to use them in the context of learning and executing, and at least it worked, because the game is playable, and you can have fun.

Engines like Godot and Unity are much more competent for video games in general, but they are quite complex at times (especially when getting used to them at the beginning). I recommend taking a look when you feel more comfortable and want to do something more robust, they are really great when you understand them better, even so it's good to consider the engine that is most comfortable for you.

Hi, there are several problems with lag in the game, especially when there are a lot of enemies on the screen, largely due to the Game Boy hardware which was made as the basis for the game.

This issue of the animation making the game slow is a little complicated, I purposely made the animation slow at the beginning of the load and increase the speed when the player reached the maximum load. I don't know if when the player reaches maximum speed, it causes the game to slow down because of the fast animation. I'll do some testing and release a version with less lag if I can solve it.

I really liked the gameplay, the way enemies attack reminds me of plants vs zombies. The different power ups help a lot in the game, it is very diverse, and they appear at a great time.

At higher levels, the game becomes a show of enemies and shooting, becoming very satisfying.

I missed a points system, that would be great for the game.

I liked the game, it was a great job!

It's an interesting adaptation of the game "Canyon Bomber", the new rules are very intuitive with the gameplay.

Unfortunately the fps was constantly low for me, I don't know if it was my connection (My internet is very slow these days), but everything flowed very slowly. I don't understand anything about the "libGDX engine", but it made me think that it was the large number of objects that caused the lag.

Even so, I was able to have fun as in the original game, with a little patience the number of objects decreased, this makes the fps much more comfortable throughout the game.

Thanks! I'm glad you had fun :>

This game gave me a nostalgia for flash games.

It presents a good mechanic for a puzzle game, and makes the most of it throughout the levels. In addition, several new objects are revealed that enrich this mechanic.

The art style works well with the game, but decisions like level 3 didn't go down well, I don't know if it's my monitor, but the zoom out of the game caused the pixels to become disproportionate and jagged.

There is also a bug present in level 4, in the right part of the screen it is possible that the rail does not change correctly when it hits the wall, making you fall into a part where you cannot get out.

All in all, it's a really good game, I loved playing it, it would be the kind of game I would play for hours on the weekend when I was a kid.

My record was 126.

I thought the art style was really beautiful. The gameplay is simple, so anyone can play, but the competitive part is painful.

The game's running time is perfect, it shows almost everything you need to know (Maybe there's a fish or two missing in the first gameplay). Unfortunately, its replay factor can be a bit conflicting, forcing you to quickly rest from the game.

The music is refreshing, along with the art this is my favorite part of the game.

I loved the demo, the art is beautiful, the music is charismatic. The level design is consistent, exploring its magic mechanics very well.

I got a great "Super Mario Land 2" vibe, and the details like petting the cat or sleeping in bed add a neat touch.

The game certainly has great potential. Nice work!

Hey, this is pretty cool, the insect designs are great, and tapping into a different detail for each portrait is pretty cool.

The room being represented on the map to the right shows the value in the drawing.

I was surprised when I looked at the jam page and there was yet another new pixel art, but it was good to have taken some time to look.

A very creative game overall, the sound design reminded me of "Bravery of the Coward" but with a happier vibe.

The game mechanics are interesting, the use is simple, but punctual with the proposal offered. The time system is great for Speedrun, my record was 39 seconds.

The art is a little inconsistent, normally in a pixel art game the same pixel resolution is maintained on the screen. In short, the pixel size must remain the same for all objects on the screen, making it easier to identify objects on the screen. If a larger pixel is needed, its resolution should be an exact multiple. This is a problem you notice by seeing how the objects look next to each other, on the other hand, I think they looked great separately.

I also liked the graphics. The colors oscillating on the screen add a great touch to the art as a whole, being vibrant and captivating.

The game's gameplay is fun, not perfect, with some small problems with jumping, but it managed to entertain me well enough for me to try and get through the level as quickly as possible several times.

I really liked this game, it manages to bring a creative and fun dynamic.

An interesting version of the original Atari home brew. It's missing some things that the original game has, but the concept is here.
The time I spent playing the game was fun.

A fun traditional platformer.

It bears a striking resemblance to the classic "Donkey Kong". Unlike its original adaptation to the Game boy, this game maintains the traditional formula, where all that is required is skill in the attempts.

Even so, the game remained creative, creating several mechanics that made the levels unique and challenging. Bananas for example, one of its collectibles, demonstrate the real challenge behind the level design. Chasing them is not easy at all, you need skill in precise jumps.

The other example is the "jackhammer" which completely changes mechanics and physics. It's easily my favorite thing, its physics are accurate, making it fun to control. The only thing I found bad was the jump time. I played a few times in places where I couldn't play sound, so nothing signaled the jump time. Maybe just making the animation slower would be good, so you could count the number of times he blinks before jumping, but I don't think it was possible in GB Studio at the time.

When I finally reached the last level, it was a surprise. I really liked how it was introduced, and the fact that the level changed during battle was visually impressive.

I only had a few bugs related to the game. I believe some of it is related to the GB Studio 2.0 version.

The least relevant was when I died after being hit by a can, right after respawning the character did a death animation, but no lives were taken.

What bothered me most was in the level where I got the 'jackhammer', I was finishing the level when the character didn't respond to the jump button or take damage. This caused me a soft reset.

All in all, I really enjoyed every second of the game (minus the soft reset part, I still want those lifes back), it's a game with great design and polish. I certainly would have become interested in GB Studio sooner if I had seen projects like this at the time. GB Studio has improved a lot, but even with its limits, games like this show how a good game concept can work in any circumstance.

Now I have to get the rest of the bananas, unfortunately I left one behind on the last level.

That sounds great to me. I chose 'platformer' because it was what I had programmed in my game, in addition to the lack of a vertical sprite for the robot.

I believe that with a little adjustment it should work well in other GB Studio styles.

Thanks! I really love this art style!

It was also my favorite touch too. :>

Thanks! I wanted it to look like a big forest in relation to the little raccoon.

Thank you for the kind words!

The raccoon was my first original design done a long time ago, I'm happy you liked it.

Thank you for your analysis, the poem is a follow-up. If the feeling wasn't caught at first, I wanted it to help the value I placed on the drawing.

The border is yes and no intentional, there were a lot more lines illustrating the trees in the beta design, but I opted for a dark border, so I can illustrate the light from the lake.

The combinations were something that just worked, I made the characters with more detail so that it would be easier to notice them. But when I finished placing them in the scene I was sure that now all that was left was the rest of the pixel art.

This is really interesting to know, I haven't tried to create a game with colors for Gameboy Color yet, so I don't know the limits faced by projects like this. The effect in just 4 colors is great, so using these effects with more colors sounds very exciting.

I took a quick look at your DE '22 game, and it's really well produced, the cutscenes are quite impressive. When I'm done, I'd love to tell you what I thought.

Thank you for your comment, your pixel art is really good, so it's very easy to appreciate it.

I was happy that I liked how the tiles were used, it was an intense battle lasting several hours, but it was good when I won.

The poem is just a silly extra, but I'm glad someone read it. :>

Nice way to showcase your work!

It seems repetitive at first glance, but the more you look at the pixel art, the more you can see all the effort put in.

I think the design is very charming, I could easily see it as an enemy of ULTRAKILL. And the perspective was well thought out, paying different attention to details.

Your words are great, I discovered a lot with this community too, I think this was the first time I felt accepted in a place, I don't have that much time yet, but I hope I can still learn a lot here too.

Keep up the great work, as a developer and at GB Studio Central.

Impressive like a painting. I liked how the colors circle the sun and that visual illumination.

Glad you weren't left out.

This Good art style, the strong strokes are very precise.

This would make a great cover for a game!

This is very beautiful! The way the buildings were designed matched perfectly with the night, the light and dark tones in the palette were very good.

This turned out really good! This way of drawing a lake seems so difficult, good job

Great job, I loved the lighting.

I liked the style, it's comforting with a setting that seems welcoming to me. I would love to see a game with this style.

And wow, only 100 tiles, that's incredible!

It was very well designed, the colors mix excellently, and details placed to fill the entire screen build the environment in an appreciating way.

This is quite inspiring, the use of optical illusions has always caught my attention, this image filled me with ideas for how to execute them.

I had several problems using only 192 tiles, to be honest they almost made me give up. Seeing such a well-detailed image where each tile has its place is something really cool all in all.

Good work!

This constant with black is very good, and that font on the letters is the definition of cool (not sure, but it looked like graffiti to me).

This was very well done! The perspective of the hand is very good, things like fingers and nails always seemed complex to me.

This is very well polished, and the details of nearby objects are very well done. I liked!

This is great, and the characters are very well-placed in the image. It would make a great style of play.
Hey, image quality is damaged in screenshot. So please don't forget to put it up for download.