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Edo999

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A member registered Oct 01, 2020 · View creator page →

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Nice one! I like the effect

I think what you’re describing is a behaviour (bug?) in GB Studio in the variable width font implementation. I don’t know if there is a bug report opened so maybe have a look at their github repo and create a new issue if needed. The same goes with automatic wordwrap, which is unfortunately not implemented yet.

They’re pretty easy to find. I use this link: https://www.mariomayhem.com/downloads/mario_game_maps/#Super_Mario_Bros_2

Hey! Apologies, not sure what went wrong. I must have reupload an old zip. Anyway, it’s all fixed now and the Japanese fonts are back in! Happy gamedev!

I read the changelog for GBS 3.1 but couldn’t find anything related to what you mentioned. Can you point to some doc?

Toad and Toadette were adapted from Super Mario Maker 2, but a lot of sprites were missing that I had to recreate (small versions, climbing and character selection).
Yoshi is inspired by a fan made spritesheet that I heavily updated. I'm not fully happy with the results so I'll keep iterating on it. Unfortunately there is no official Yoshi platformer sprite.

It's just a clever use of the palette and some dithering to create the illusion of more colours. The GBA version's inspiration helped a lot with paying a close attention to the colours.

Thanks for the encouragement!
I'd love to continue, it but I'm not sure how complex would it be to implement some features in GBS (e.g. pulling and throwing enemies or vegetables, standing on enemies or flying eggs...).
If you've got any ideas, please let me know :-)

This is how I configured mine. Nothing special. The menu renders in game just like the preview.

Maybe post something in the #v3alpha-chat channel on GB Studio Discord?

(1 edit)

Oh yes, it's a bug in GBS that I noticed but forgot to report. It seems that variable-width fonts expect a white background. Something must be hardcoded somewhere in GBS code.

The best way forward is to open a new issue in https://github.com/chrismaltby/gb-studio/issues.

That's the reason why I didn't create black background fonts as part of this font pack. I changed the palette to recreate this effect, which won't work in your case (as I assume your game is for DMG only).

Are you using GB Studio v3 alpha?

AFAIK, with v3 the menu items character limit was lifted because you can't easily compute the width of a string of characters with variable-width fonts.

Let me know if that helps.

I move multiple sprites at a time in GB Studio 2. That's why it's a bit janky.
I could do much better by porting the whole thing to GB Studio 3 and using metasprites.