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(+1)

The newest version gives me this error whenever I try to run or export my game, and I don't know how to fix it.

Error: Compiling failed with error "Error: Script was not stack neutral! Stack shrank by 1". {"scene":"Final Boss","scriptType":"actor","actor":"Boss"}

Wait, I got it! It's got something to do with the new rnd function. That's why my game won't compile. I need to use the Math Functions event instead.

(+1)

Hi Levi, is there any chance you can share an image of the script where you were seeing this problem? The rnd function shouldn't have been causing this problem so I'd like to understand so I can fix it :-) The plan is to eventually remove "Math Functions" (with a migration so you won't need to do anything)

(1 edit)

Here's the script that's been causing the problem. It worked fine until I upgraded to 4.0.1.

(+2)

Thanks Levi, I've figured out what was wrong and fixed this in 4.0.2 released today :-) Thanks for raising this

The Win 64-bit GB installer gave me a prompt saying there was an error during instalation and provided a log. The log begins with:

"2023-11-22 15:28:29> Program: Starting Squirrel Updater: --install . --checkInstall --source=PROPLUS --silent --exeName=Teams.exe

2023-11-22 15:28:29> RegistryService: TryGetRegKey: HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Office\ClickToRun\Configuration\ProductReleaseIds exists. Data - ProPlus2019Retail"

and goes on and on about apps like Teams not being installed, when they are. Regardless of how strange this is, it's stranger to find that upon running the installer, it absolutely nuked my GB Studio folder. Everything I had is gone.

Hmm, I think it might be related to this issue with Squirrel & Teams, unfortunately it’s not anything I’m able to control https://github.com/Squirrel/Squirrel.Windows/issues/1853 I think you may need to use the No Installer version instead

Thanks, I can verify the portable version works fine. Unfortunately, all my work, reference shots and design documents are gone since I had everything inside the folder -_-

Oof, and you've got no backups? I'm really sorry to hear that, I wish there was something I could do.

I'd highly recommend getting a Github account and setting up version control for your projects.

(+1)

It's fine, don't worry. I usually have backups but have been so neck-deep into work lately I didn't remember doing one before installing the new version (I'm a simple guy; I see GB Studio updates, I download and install). I'm not concerned in regards to project files, since most of what I had were placeholders to test movement routines and collisions. The issue is really the references since they were largely my own (bitmap mockups, etc) and while I can resume this at any time, it'll be double work for that. Oh well.

In any case, not trying to be a downer. GB Studio is amazing, please keep up the great work.

I've noticed that the left and right audio channels are switched when exporting a ROM file.

Hey Chris, Is possible to download GB Studio on Chorme OS instead of Windows?

Hi! I don't have anything that runs Chrome OS sorry :-( I've heard Chrome OS lets you run Linux applications though, maybe those versions can work for you?

提个建议,如果字符可以有16x16、18x18的和32X32的多种选择就好了,这样创建非拉丁文字的游戏显示效果会更好

Hi, Chris.

I'm working on a platforming fangame, but I'm hesitant to upgrade.

I currently have 3.1 & I was wondering if hauntology's "Platformer+" would be compatible with GBStudio 4.0?

It seems to be working alright for me.

I get an error Error: Error invoking remote method 'get-documents-path': Error: Failed to get 'documents' path

man I hope there is a chrome os version

When you pressed play, it took a long time to load than version 3.2, why is this happening?

(+2)

A color only mode is exactly what I needed! Also thanks for GB Studio Chris :)

Yeah, but it's slowed down my game for some reason.

(+1)

Same, maybe there’s still some kinks being worked out.

(-1)

is a port on iOS

(4 edits) (+2)

If you make a game in color-only mode, you should put a scene in your game that keeps the game from moving forward unless color mode is detected.

And I've found that scenes with automatic palettes may need a monochrome override if sprites are going to be displayed behind the background layer.

(-6)

Sprite palettes are too limited. Think you can fix that in 3.2.2.?

(+6)(-1)

No, that's due to the limitations of the Game Boy Color. You'll just have to either deal with them or work around them.

(+2)

There's a way, which is overlaying 2 sprites on top of each other: https://www.reddit.com/r/Gameboy/comments/pntbwh/gameboy_color_sprite_limitation... Still not sure how you could do it in the GBStudio, but at least this could be a way to go about it

(+6)

Yeah! The NES version of Mario is Missing! does that, and it's pretty easy to do in the sprite editor.


Just be aware that only ten 8x16 sprites can be displayed in one horizontal row.

(+1)

Wow, Thanks!

Another idea: https://alberto-luviano.itch.io/nes-color-switching-demo

There's a bug in my game I can't seem to fix. I've got a bunch of actors in one scene that are supposed to be hidden when the scene is entered, but they don't disappear until after the screen fades in. Also, one of the actors doesn't appear when it should.

(+3)

Never mind, I got it fixed. I just disabled automatic fade-in for that scene and added a manual fade-in event. It may have also helped that I cleared the build cache.

(1 edit)

Analized it with VirusTotal, and 6 antiviruses founded that it's an "

trojan.jaik"

yikes.

(https://www.virustotal.com/gui/file/b4131a626f9ddb49eb1ef724fb913970c5794f79fe20... )

Thanks for raising this, I've just been looking into it. It appears to just be false positives luckily.

I rescanned the exact same zip file and it's now gone down to 2 reports, but from completely different vendors than before (the vendors that previously flagged it now say it's fine).

It seems that the issues are flagged from Squirrel (which is the library used on Windows for running the installer). Looking into it, looks like Squirrel sometimes gets flagged when it shouldn't https://github.com/Squirrel/Squirrel.Windows/issues/1116

ok tysm

(+1)

VirusTotal will false-positive on almost anything. It always false-positives on Godot games. It's not reliable.

(+3)

yes, i know it's difficult but...

ANDROID VERSION PLEASE 🥺

(+2)

yes, i know it's difficult but...

Maybe you can try winlator first, a solution for executing win programs on Android

i forgot ...

i'll try ExaGear thank you

(+4)

hmm, perfect

(+3)

Are there any plans to implement exporting to .exe or .aab? Would love to be able to re-release a game I built in GBS 1.0.0 on the Play store.

For some reason, the button to add a new script is gone on my GB Studio. I tried to reinstall and that did not help. I thought it might be my project, so I created a new one and the button is missing there too.


Has anyone seen this before? I couldn't find anything when searching for a solution.

Adding to this - I just tried to delete a script to see if I hit some kind of limit (highly unlikely as I only have three scripts). Now I only have two because I can't recreate the one I deleted.

Also confirmed the same thing happens in light mode

FIGURED IT OUT


Just make the side panel bigger - for some reason the button disappears at a certain size. All good now.

(+1)

I would love to see something like Game Boy Studio, but for creating games for Windows with greater music and graphics options. I really like the ease of use to make something like a Zelda game, but the PC is my platform of choice. If you know of something like that--or have plans to make something like that, please let me know. GBS is awesome, by the way.

(+1)

You have Pico8 , PQ93 and TIC-80 just with "Game Boy" alike...
To move on to other genres you have tons of options , from GoDot, to RPG Maker, and even trying to use one of those obscure engines (there's one for making zelda games and other one for making warcraft 1 and 2 type games)

They are not the same in terms of ease-of-use.

(+4)

So this isn't quite what you're looking for, but there are a couple of ways you can turn a GBS-made game into essentially a Windows executable:

  1. Once your ROM is exported, bundle it with an emulator then create a .bat file to immediately launch the ROM (I've been bundling my GBS games with SameBoy this way)
    1. I first made a "Rom" folder within the SameBoy directory
    2. (Obviously) I put my ROM in it
    3. I made a .bat file (which, if you're not familiar, is as easy as creating a .txt file then changing the file extension to .bat) containing the following code:
      @echo off
      start sameboy_winsdl_v0.16.2\sameboy.exe ".\sameboy_winsdl_v0.16.2\Rom\[YourGameName].gb"
    4. When you run the .bat, the emulator will launch straight into your game.
  2. There's also a tool called Bubble Wrap, although I haven't tried that one out myself yet.
(+1)

Nice! Yeah that helps. I still hope for an expanded maker, but I appreciate the suggestion!

Deleted 216 days ago
(+3)

bruh it says GB not nes 

(-1)

Oh.

for me im on chromebook and am using linux and it doesnt work for me any suggestions on ow to deal with the problem I would love some help.

Are you using Linux terminal to it? Did you tried to use flatpak to install it?

Excuse me, I have a doubt when trying to use the portable version in Windows 10, Windows Defender blocks it because it detects it as a potential risk to the system. Is this application safe to use?

(+1)

yes

(+2)

thats when a program hasnt got a verified publisher attached to it, which normal people dont have because you have to get them from microsoft

(+3)

Very cool!  What's the license for content made on your engine?

The engine itself on github is under MIT liscense, so I suppose the games, are free of charge at all too. It's up to you.

(4 edits)

I noticed that if I have an actor firing bullets with a wait, if I repeatedly press start the bullets are fired continuously without pause. I cannot solve this in any way. I have noticed the same problem in many games made with gb studio.

I've noticed that too. It won't have that problem if you attach a timer script instead, but you can only have four timers running at once.

thanks for the reply, all the projects I have seen so far have this flaw, I will try to use timers

(1 edit)

Another thing you could do is add a loop like this:


Just replace 69 with the number of frames you wish to pass until the next part of the script runs (1 second is around 60 frames).

What kind of event would it be?

(+1)

Here's another idea. This might be the best one yet.

The current GB Studio version has a "Script Lock" event that pauses everything except projectile motion and sprite animation. If you place that before your dialogue event, you won't have to worry about bullets firing too soon!

(-1)

Sounds great, I don’t know much about the latest versions of gb studio, because I’m stuck on 3.0 for a game I’m making

how can you add an icon for it as an ap

(+2)

I'm in love with this little game engine. Great work, thanks for adding to the list of things people can use to pick up game development now, as well as making it a unique concept!

(1 edit)

My game has a problem where some of the projectiles either use the wrong spritesheet or are part of the wrong collision group or both. Is there a way to fix this, or will I have to wait until the next update?

(+1)

Hi Levi, I've not come across this issue myself but if you could submit a ticket at https://github.com/chrismaltby/gb-studio/issues and provide as much information as possible, preferably providing a sample project that shows the same problem and we'll can look into fixing this

This looks cool! I can't wait for android version xD

(+1)

I was just thinking that since the newest version supports background tile priority, maybe you could alter the sample project to showcase that feature by applying tile priority to the arch over the bridge in Sample Town.

Just a suggestion, take it or leave it.

(+1)

Good idea!

(+5)

Wake up Baby, the slopes are here

(+3)

Finally, I can make my own Game Boy games

(+1)

This is very cool looking. I've been on itch.io for a while but was not aware a system like this was evolving. Looking forward to checking it out. I've developed a couple of games with my own C# engine and am always on the lookout for ways to get young people into game creation as easily as possible.

(+1)

Also as this says I should send it, I am doing so ;)

How can I change the language to English instead of the one used by my OS?

It's great to see the block's priority. But I'm still not going to update so I can finish my game on the previous version!

(+4)

As a note to those trying to run this on Linux Mint:

Run it through the terminal with the --no-sandbox argument. 

I can’t wait to try the update, I just hope the plutform plus plugin still works

I just think about how to get some tiles from other room and teleport to current location?!
Because I need in left side different costumes and in right side different rooms

(+1)

You could try using GBVM to swap out the tiles.

This article will explain how.

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