As far as scripting goes:
Here's a tutorial on how to attach menus to a button.
There's also a built in text menu scripting event under Text: Display Menu. That doesn't rely on creating multiple scenes worth of menus if that's more suitable to your game. You'd follow the same tutorial but use that script instead of stacking scenes. Here's a link in the docs that displays what the menu would look like.
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You can also do a hybrid where you use the text menu as the main menu and bind the options to secondary menu screens.
So you press start, a text menu opens with four options. You select "item" and it takes you to the attached "item menu" scene.
You could also use Text: Display Multiple Choice script if you only need two options.
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There are interesting things you can probably do with by making buttons into actors and animating them, or not hiding the player and animating it to press buttons, but I haven't played around with that yet.
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As far as design inspiration:
I'm subbed to indiedev and a few similar small game engines that use pixel art. I get a lot of inspiration from the UI posts even if they're not suitable for my project or possible to use in GBStudio. High contrast is great for accessibility and readability.
Not directly, but if you ask the GB Studio discord (in the sidebar of this subreddit) they can give you some guidance if you ask for it in #graphics-help. Admittedly there's not much guidance on the docs other than "how the font is changed" https://www.gbstudio.dev/docs/ui-elements/ ^ ^;
Well, Pokémon wasn't written with GB Studio :D This probably mixes some sprites with a tiled background. There are less than 192 tiles anyway in these menus, which is the BG tile limit in GB Studio https://www.gbstudio.dev/docs/backgrounds/#tile-requirements The problem is GB Studio has totally static backgrounds. It's probably the one remaining big limitation that's not necessarily caused by hardware, but by choices made in the game creation UI and engine.
If GB Studio had a way to swap tiles (similar to how you can swap sprite sheets maybe) it would allow a lot more dynamic backgrounds and would unlock a lot of cool features that you see in many old b&w GB games. e.g. animated water, using tiles to let you collect or modify a large number of items, "fog of war" or hidden areas. Right now the only way to do some of these, in a limited way, is with palette swapping, so you can't do that on non-GBcolor games and it's really limited.
No probs, hopefully that helps!
Working out your background tiles versus sprite tiles is a bit of a balancing act but there’s some useful info in the GB Studio docs about this, specifically this part:
The exact number of sprite tiles available in a scene depends on the amount of tiles used in the selected background image as some memory is shared between sprite and background tiles. If the selected background uses less than 128 unique tiles, you can use 96 sprite tiles, each background tile above 128 takes away from sprite tiles available until a minimum of 64 tiles are available.
Hope that makes sense!
This has been my experience. If you leave an image's color "as is" and don't convert manually, the GB Studio will automatically convert to the nearest 4-color equivalent.
For my own work I've done a lot of recoloring via Photoshop, esp when there are images that have detail depth that get lost in the auto-recoloring by GB Studio.
Gimp, the free graphic editor, can be used if you don't have Photoshop.
Hope this helps.
There is a sprite limit which you could be hitting? You’re limited to I think 30 actors per scene in GB Studio 3.0, or 25 individual animation frames. This info can be found in the GB Studio Docs
There’s also a limit to how many actors can be rendered in the same space, I think it’s recommended to stay below 10 actors on screen at once and I’ve had situations where I’ve had 5 actors in a row and any more don’t render so it’s likely your problem is to do with the any of the above.
If not you’ll have to raise it as a bug I suppose!
This info is in the documentation here: https://www.gbstudio.dev/docs/assets/
You basically just copy/move the final PNG file into the project folder structure.
This is a good explanation! Follow what MannedGuild said, its a more detailed than what's in the documentation, but there's some additional info there too if you need it:
https://www.gbstudio.dev/docs/build/#build-and-deploy-for-web
You can by using the events related to 'Player Position' like for example 'If PLayer at Position'. docs source: https://www.gbstudio.dev/docs/scripting/
Checking for a background collision map is still impossible to do, however you can try a work around by checking if player is at a certain position and have that act as a scripted collision map.
If you are using GB Studio 1.2.0, you could use a timer script instead of looping forever. Alternately, you could merge this pull request, which adds an experimental ability to do things in the background. It worked really well in my testing; not sure why it wasn't officially merged.
If you are using GB Studio 2, add your script to the "On Update" tab of your actor.
Yes, your game will still work with a complicated background. This is only a visual bug that creates some broken background tiles. In my opinion, if it looks OK then it can stay as-is.
However, any edits you make to this background may not look as you intended. If GB Studio can't properly display all of the background's unique tiles, you could have a glitched tile showing up in-place of any edits you make to this background, which would be disappointing and frustrating if you're trying to change finer details in the background.
You could try replacing unreachable tiles with simpler patterns, or make sure that you're using a 16 pixel by 16 pixel grid to make your background. This might also be helpful for you if you speak Spanish and haven't read this yet: https://www.gbstudio.dev/es/docs/backgrounds/
https://www.gbstudio.dev/docs/music/
Honestly, the official docs page for music can likely explain everything better than any of us can. It goes into great detail about how to get started and what the limitations are.
Some of your best options are linked at the start of this page:
https://www.gbstudio.dev/docs/music/?utm_source=share&utm_medium=ios_app&utm_name=iossmf
And just keep in mind any other software you might choose has to be able to save as a .mod format. Cheers!
your problem might be the ED5 you added on the effects column.
The list of usable effects is about halfway down the docs page on music.
https://www.gbstudio.dev/docs/music/
"ED5" doesn't seem to be on the list of effects. What effect were you going for? E8x is listed as the panning effect, but you'd have to write it as E85.
If you change that column to C30 (setting volume to 30) it might work.
Maybe
On scene init -Actor: Hide (slender) -Actor: Store Position In Variables (player) -Timer: Set Timer Script to 30 seconds or whatever -Variable: Math Functions (player x pos) add or minus random with min & max value = the distance you want -Variable: Math Functions (player x pos) add or minus random with min & max value = furtherest/closest to player -Actor: Move To Using Variables (player x & y) -Actor: Show (slender)
Then perhaps -Actor: Move Relative (slender) add or minus depending on what you put in the math function -Wait -Actor: Hide (slender)
Something like that..
I recommend you check out this page for more info
https://www.gbstudio.dev/docs/scripting/
Use disable timer to end slender script if you need to
Your player will stop moving when slender moves though as actors and player cannot move simultaneously
After you learn how to use your chosen program, read the docs! They will lead you along the right path for optimal music-making, and may help you avoid common pitfalls.
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Hello,
The .gbsproj is the project file. If you want your project to be played in a browser, you can export it as html files. “Clicking the Export button and clicking Export Web will build your game and create a HTML5 web build in the folder”
You can make the images in any image software—Paint.NET, GIMP. etc.—with the only criteria is you should stick to the color palette described in the documentation. (Sprites, backgrounds)
As amazing and easy to use as GB Studio is I highly recommend taking some time and learning about the Game Boy hardware and it's limitations before you dive in. They lightly go over it in the documentation but I recommend a bit deeper reading.
https://www.gbstudio.dev/docs/backgrounds/
This section of 'The Ultimate Game Boy Talk' will help you understand how the Game Boy draws graphics to the screen and some of it's limitation:
GB Studio only supports 16x16 sprites.
From the docs:
> A sprite consists of one or more 16px x 16px frames laid out horizontally in file. A sprite with a single frame will be 16px x 16px while a sprite with three frames will be 48px x 16px.
I’ve played around with a few different ones and wound up going with GraphicsGale. It works pretty well, there is room for improvement with it, but over all I really liked it and it’s Free.
I'd recommend checking the official documentation for Aseprite at https://www.aseprite.org/docs/ . This sub is specifically for GB Studio, and while many GB Studio users use Aseprite, you're probably best suited checking their official help guide for anything related to their software.
Swing arm staplers like this one work really well, too. They also tend to be cheaper, and they take up a lot less space.