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 kind suggestions. While I've previously explored the method you mentioned, I found its creative flexibility somewhat constrained for my specific application scenarios.
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. Might I humbly suggest that streamlining this operation could significantly enhance its accessibility and adoption? This is merely a constructive thought I wished to share.
On a separate note, I recall you mentioning an upcoming break - please accept my warmest wishes for a restorative time away and continued good health. Your dedication is truly appreciated.
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.
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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 kind suggestions. While I've previously explored the method you mentioned, I found its creative flexibility somewhat constrained for my specific application scenarios.
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. Might I humbly suggest that streamlining this operation could significantly enhance its accessibility and adoption? This is merely a constructive thought I wished to share.
On a separate note, I recall you mentioning an upcoming break - please accept my warmest wishes for a restorative time away and continued good health. Your dedication is truly appreciated.
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.