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 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?
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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.
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 =)