Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Levi Johnston

170
Posts
4
Topics
32
Followers
A member registered Jul 12, 2020 · View creator page →

Creator of

Recent community posts

That was nice. Serze seems like my kind of gal.

I ended up getting the success ending. Maybe my first date will end up something like that...

Unfortunately, I lost my project files, so there won't be any more updates. I am thinking of making a NES version once Retro Game Forge releases.

I thought it said CHRRPGCE, so I was expecting a NES graphics tool.

(1 edit)

My GB Studio fangame went viral after some YouTube channel specializing in hacks and homebrews posted a playthrough! That is not something I was ready for.

Is this included in the latest GB Studio update?

I appreciate this. I have been wondering if you could make the notes sound more accurate while testing or placing them.

I've been having that same problem.

Although I did put an Easter egg in my game that changes one sprite depending on whether you're using a Game Boy Color or a Game Boy Advance.

The Game Boy Advance is able to play GB and GBC games. That's all.

I was just about to say that!

That was weird.

That was fun.

Good point. I made a Mario fangame with this engine, and I had to give it physics like Super Mario Land. It worked pretty well, but I couldn't really make enemies fall off ledges that way, and the boss movement was a little janky.

(1 edit)

I noticed that if you edit an FX Hammer .sav file after adding it to your project, the .gbsres file associated with said .sav file won't automatically update to account for the number of sound effects. You have to go in there and manually type in the number of sound effects if you want them all to play correctly.

Of course you're not being dumb. Seeking advice from others is always a smart thing to do.

I'd help you if I could, but I'm just as clueless as you.

That might be covered in the next update. However, there is this trick I came up with in my game.

I started with a background that looked something like this:

Then I told the game to replace each tile used for "shocked Keeby" with a solid green tile when the scene started. Then I could put it back to the way it was when I was ready to show "shocked Keeby" again. Of course, I could have achieved this same effect using sprites, but I did it this way to make room for more sprites to appear in a row together. It ended up looking like this in the VRAM:

with shocked Keeby: 

without shocked Keeby: 

Maybe you could try something like that if you've got enough VRAM space.

I feel you, bud. I had to make the fireballs in my Mario fangame fly straight instead of bouncing along the ground.

I think I still might wait to try this engine again, but congrats on the new release!

I enjoyed making a fangame with this engine. Once the new update comes, I think I'll start a new project with my original characters.

(1 edit)

I've made a platformer game where there's a short swimmable section. I just altered the physics to make everything slower and then attached a "Player Bounce" event to the jump button to make the player rise with every tap.

Thanks. I tried hard to make it look the best it could on GBC.

(1 edit)

Import backgrounds? This game engine uses .png files for backgrounds. All you should have to do is put them in the assets/backgrounds folder.

I think we should start by being able to create backgrounds like they did for Bear in the Big Blue House. They were able to use more colors at once by changing the palettes every two scan lines.

Also, there's the DK Land trilogy, where the VRAM is updated every frame to allow for more complex sprite animation. These two functionalities should theoretically be added before attempting to utilize full-motion video, wouldn't you say?

That's what I used. The Mac version has a debugger that lets you look behind the scenes of your favorite Game Boy and GBC games. It helped me learn how to recreate items and physics from other games to use in my fangame.

(3 edits)

I actually had to do something similar in the game I made.

https://itch.io/post/12441212

If this doesn't work, you could also create multiple scenes with a common tileset. I used both methods for the karaoke sequence in my game.

(1 edit)

Yes. Here's a tutorial on how to add sample sounds into your projects.

https://www.youtube.com/watch?v=QWs0S_KI3n0

This was a great tool, but I think I should take a break from it for a while. It's hard to manage all of the .gbsres files all over the place. I prefer when everything was all saved in one .gbsproj file.

I find Piskel works best for me. It's a free web tool, and I've used it for pretty much everything in my game.

I can't even play it at all.

I don't know how I feel about that second pic...

(1 edit)

Well, this is annoying.

Otherwise, a great game.

How do I open the first lock?

Oh, but I guess that would cause problems for web builds because someone else may have a different controller than you.

Can we see an example?

Try using multiple fonts and swapping them out as necessary within dialogue events.

Does pressing a button on the controller not map it to the controls you select in the Settings tab?

If you're saying you want games to be playable in other languages, these GB Studio Central articles should help you figure out how to add languages to your games.

https://gbstudiocentral.com/tips/understanding-fonts/

https://gbstudiocentral.com/tips/how-to-multi-language-mechanic/

Would the "Disable Color Correction" feature apply to scenes with automatic palettes?

(1 edit)

I played your game on Coolmath Games and it was awesome! I especially like what happens when you find all the cats because it reminds me of what I did in my game.

It's too bad I couldn't help that one lady find a bathroom. I thought maybe she could use the empty juice bottle...

Can I play this on my actual Wii U?