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.
and don't forget! I just played the gameboy color game called mickey's speedway because it has an fmv screen so, we need is a logo with background automatic colors so it can make an fmv bbr colors with that and one more thing, the super gameboy border needs to use as a change border plugins
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.
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.
Thanks for your answer. I'm a beginner and have encountered another problem - I hope I'm not causing you any trouble. I want to achieve an effect where half of the background remains unchanged while the other half changes. I found that only the 'Replace Tile At Position' function can do this, but this function can only modify one Tile at a time. Is there a way to modify many tiles in bulk? Or is there a better method to modify part of the background? I'd love to hear your suggestions.
Thank you for your answer!I have noticed that switching the lens often causes screen distortion.
What I find truly remarkable is the 'Replace Tile At Position' functionality - its exceptional capability to overcome GB's inherent tile limitations and achieve stunning visual effects is unparalleled. However, this powerful feature appears to be underutilized in current workflows, possibly due to its relatively complex operation sequence.
First off -- THANK YOU for this awesome tool! We had a blast discovering it during a Jam this weekend (game here if you want to see it). Getting to play a tiny game of ours on the actual machine was immensely nostalgic.
I was wondering though, is there (or are there plans to include) a way to use a MIDI keyboard to write music in the tool?
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.
Hey, i was wondering if one day you can make a thing that can make games for the Sega Genesis/Megadrive and the Sega CD/Mega CD (and maybe the 32x) i know its kind of alot but it would be a real dream for something like this
How can I display text that exceeds the 256 characters in the ASCII mapping when the game is running? These texts can be displayed when the game is made, but not when the game is runnin.
On the variable text width font, the blank space is always white, with no way to change it. Please add a setting for the font to choose which color that extra space should be! (My project uses a black background and the white square looks really annoying and the only way to fix this is by typing a really annoying string of text before every textbox)
Great work, the engine is incredible and has generated a huge range of new games in just a few years. Thousands of new titles, I think Master System also deserves attention in this regard.
I will check if the source code is available and analyze if it would be possible to add an extension version for Sega Master System, as it would certainly take advantage of a lot of what is already ready.
I've got an idea. What you can do is make a background with multiple 'screens' and have the camera jump from one screen to the other. For example, I used this background image to give large text a fading effect:
I have a bit of space between the screens because of the way the Game Boy renders backgrounds (it uses a 256x256 tilemap that wraps around for larger scenes). You can fill this extra space as needed for non-static scenes (like I did with the blank stage).
I understand that Gb studio has such limitations, but the choice to have sprites be selected in 8x16 is a little awkward. I honestly would like to know why that decision was made.
Hi. When I tested my game in SGB mode, I get a random and weird palette throughout the entire game, even when transferring SGB packets with a plugin, and the palette changes once you reset. I tested it with BSNES and Mesen, same problem. Might be caused by the Fade Street plugin. Until them, I’ll leave it with no SGB enhancements, or to make the game tell in SGB mode that the X button on the SNES controller should be pressed, and maybe provide passwords for custom palettes.
You can play the games you make on an iPad.
You cannot make games using GB Studio on an iPad.
GB Studio only runs on Linux, Mac, and Windows computers.
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Can you make a platformer mode where the player can swim?
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.
that's pretty clever.
i hate it👍
No one cares, we love it!
How do you import backgrounds?
Import backgrounds? This game engine uses .png files for backgrounds. All you should have to do is put them in the assets/backgrounds folder.
Can I place issue here
I need help here some reason I was trying to building rom its showing me this error
Error: spawn cmd.exe ENOENT
Error: spawn cmd.exe ENOENT
Error: spawn cmd.exe ENOENT
Error: spawn cmd.exe ENOENT
and don't forget! I just played the gameboy color game called mickey's speedway because it has an fmv screen so, we need is a logo with background automatic colors so it can make an fmv bbr colors with that and one more thing, the super gameboy border needs to use as a change border plugins
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?
There was a problem because you need to update because the actor state had some bug issues and needs to be fixed
I'm getting a weird error that doesn't let me compile games.
error message below
Preparando variables...
Preparando imágenes...
Preparando tilesets...
Preparando la interfaz...
Preparando sprites...
Preparando avatares...
Preparando emoticonos...
Preparando música...
Preparando fuentes...
Preparando escenas...
Preparación completa
Compilando eventos...
Eliminando carpeta _gbsbuild
Copiar motor predeterminado
Buscando motor local en assets/engine
Motor local no encontrado, utilizando motor predeterminado
Buscando plugins del motor en plugins/*/engine
Validando archivos de construcción...
Compilando: src\core\absolute.c
Compilando: src\core\actor.c
Compilando: src\core\bankdata.c
Compilando: src\core\bootstrap.s
Error: spawn cmd.exe ENOENT
Error: spawn cmd.exe ENOENT
Error: spawn cmd.exe ENOENT
Error: spawn cmd.exe ENOENT
-4058
Construcción cancelada
Can this be used to create games for windows?
This creates a Nintendo Gameboy ROM file that cam be played on Windows with an emulator.
I think the best emulator is Sameboy: https://sameboy.github.io/
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.
You could upload your game to itch.io so it can be played from a browser.
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.
Hello, is there a way to use human voice audio in GB Studio?
Yes. Here's a tutorial on how to add sample sounds into your projects.
https://www.youtube.com/watch?v=QWs0S_KI3n0
Thanks for your answer. I'm a beginner and have encountered another problem - I hope I'm not causing you any trouble. I want to achieve an effect where half of the background remains unchanged while the other half changes. I found that only the 'Replace Tile At Position' function can do this, but this function can only modify one Tile at a time. Is there a way to modify many tiles in bulk? Or is there a better method to modify part of the background? I'd love to hear your suggestions.
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.
Thank you for your answer!I have noticed that switching the lens often causes screen distortion.
What I find truly remarkable is the 'Replace Tile At Position' functionality - its exceptional capability to overcome GB's inherent tile limitations and achieve stunning visual effects is unparalleled. However, this powerful feature appears to be underutilized in current workflows, possibly due to its relatively complex operation sequence.
First off -- THANK YOU for this awesome tool! We had a blast discovering it during a Jam this weekend (game here if you want to see it). Getting to play a tiny game of ours on the actual machine was immensely nostalgic.
I was wondering though, is there (or are there plans to include) a way to use a MIDI keyboard to write music in the tool?
Thanks =)
make it so I can do this on chromebook
I wanna use this on mobile
Me too😭😭😭😭
But on amazon kids tablet
Upgrade of android pls gbstudio
Make in-game conversations compatible with other languages PLS
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/
thank u so much❤️❤️
Hey, i was wondering if one day you can make a thing that can make games for the Sega Genesis/Megadrive and the Sega CD/Mega CD (and maybe the 32x) i know its kind of alot but it would be a real dream for something like this
please add controller suport for the baked in emulator or can some one teach me how
Does pressing a button on the controller not map it to the controls you select in the Settings tab?
Oh, but I guess that would cause problems for web builds because someone else may have a different controller than you.
Please compile it for armeabi processors
How can I display text that exceeds the 256 characters in the ASCII mapping when the game is running? These texts can be displayed when the game is made, but not when the game is runnin.
Try using multiple fonts and swapping them out as necessary within dialogue events.
Thank you for your reply. I don't quite understand how to operate it yet, but I will give it a try.
On the variable text width font, the blank space is always white, with no way to change it. Please add a setting for the font to choose which color that extra space should be! (My project uses a black background and the white square looks really annoying and the only way to fix this is by typing a really annoying string of text before every textbox)
Can we see an example?
how to on arm based processor
on linux
You should tackle a project, that will make it work on Chromebook better, or even better yet, make a online version of this through web browser
Can yall focus on a mobile build
This seems cool I just have no coding braincells
I have issue for running in my pc
it showing me this error
Error: spawn cmd.exe ENOENT
Error: spawn cmd.exe ENOENT
Error: spawn cmd.exe ENOENT
Error: spawn cmd.exe ENOENT
-4058
Cancelled Build
Warnings:Error: spawn cmd.exe ENOENT
Error: spawn cmd.exe ENOENT
Error: spawn cmd.exe ENOENT
Error: spawn cmd.exe ENOENT
-4058
same
I can't delete it. Can someone help me?
Error: EPERM: operation not permitted, unlink 'C:\Users\___\AppData\Local\Temp\_gbstools\gbdk\bin\sdasgb.exe'
Great work, the engine is incredible and has generated a huge range of new games in just a few years. Thousands of new titles, I think Master System also deserves attention in this regard.
I will check if the source code is available and analyze if it would be possible to add an extension version for Sega Master System, as it would certainly take advantage of a lot of what is already ready.
is there a option to make gba games
Haven't you read the other comments regarding GBA compatibility?
no
Is there a way in GB Studio to add one scene into another? To merge them together? For example, to change and display character's outfits?

(not my art, just a reference from pinterest)
I've got an idea. What you can do is make a background with multiple 'screens' and have the camera jump from one screen to the other. For example, I used this background image to give large text a fading effect:
I have a bit of space between the screens because of the way the Game Boy renders backgrounds (it uses a 256x256 tilemap that wraps around for larger scenes). You can fill this extra space as needed for non-static scenes (like I did with the blank stage).
pinterest user spotted, opinion rejected (jk)
Wow
I noticed that sometimes actors don't animate properly while they're flickering. Have you noticed this at all?
Please allow us to select small sprites! 8x8 if you please!
Just know that you can only have 40 sprites on screen at once, regardless of whether they're 8x8 or 8x16 sprites.
I understand that Gb studio has such limitations, but the choice to have sprites be selected in 8x16 is a little awkward. I honestly would like to know why that decision was made.
The final boss in my game uses 24 sprite tiles, not including the prop actors used for attacking the player.
This could not have been done if the scene used 8x8 sprites.
Hi. When I tested my game in SGB mode, I get a random and weird palette throughout the entire game, even when transferring SGB packets with a plugin, and the palette changes once you reset. I tested it with BSNES and Mesen, same problem. Might be caused by the Fade Street plugin. Until them, I’ll leave it with no SGB enhancements, or to make the game tell in SGB mode that the X button on the SNES controller should be pressed, and maybe provide passwords for custom palettes.
is it possible to make a sort of undertale type game
Yep. It looks like that's been done.
yes i've seen that but was it made with this
This one was made using GB Studio.
can i put a rom i made in a physical game boy cartridge and play it
Yes
thanks i was thinking of selling physical games using this thanks for the info
*ports some ROMs into GBA cartridges for $219 on the open market*
Nintendo: "Don't mind me, just taking notes."
I tested my game on a real flash cart before its initial release.
Can/how do I use this on IOS (iPad)
You can play the games you make on an iPad. You cannot make games using GB Studio on an iPad. GB Studio only runs on Linux, Mac, and Windows computers.
okay… =(
I challenge you to make a Android version of this game 😎(not a bot)