Thanks to this comment I am now reading up on Drugged-Out Hippy, so cheers for that! ๐๐
(Also really wasn't expecting a comment from Zortch dev, so hi there! ๐ love your work! ๐)
Bio Menace, nice! ๐
Props for going through that lengthy process then! I assume you did similar for sounds and music, i.e. record audio while the game was running?
Would you be able to put the assets in a zip folder then add it to the remaster's downloads? That'd be the easiest way to share them, plus they're available if anyone else in the community wants to do anything with them.
GB Studio is my main engine at the moment, so I'm into the idea of adapting FPS games as top-down shooters for the Game Boy, but I'm also planning to get back into Godot then develop an adaptation in higher fidelity as well - going for the PS1 aesthetic at the very least.
The .gb file can be run on PC through an emulator, and there's also the SameBoy pack - SameBoy being a Game Boy emulator itself. I've included a .bat file in that package which launches the emulator with the game already loaded - you may need to adjust some of the emulator settings when running for the first time (I think SameBoy defaults to DMG - that's the original monochrome Game Boy model - so you'd need to choose Game Boy Color instead).
Thank you very much! The 8-way template project is available to download - made in GBS 3.1.0, but I imagine it'll run fine in GBS4:
gb studio 8-directional twin-stick shooter demo by Grave Reaper Cushions (itch.io)
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:
Thank you very much, Impy! ๐
Y'know, I'm not sure I ever considered the cumulative points thing... ๐ค somehow ๐คจ There's definitely a downside to the way the game is currently set up, where the act of clearing one full tier of unlocks is - relatively - quite the commitment - the core gameplay is kind of, sort of inspired by the barrel-breaking minigame from Street Fighter II after all, so retooling the progression with more of a coffee-break game vibe makes sense ๐ค
Oh, costumes unlock when a given difficulty is cleared. That is, all images unlocked, which requires smashing 199 objects in a single run (it does look like a lot when I read it back... ๐ ). There's a unique costume per difficulty - three difficulty settings, three costumes - plus one extra for clearing all three difficulties - clearing the theme in a sense.
(I'm thinking the FNAF and furry communities might appreciate Morag's fourth Easter outfit... ๐)
I got stuck on a slightly raised piece of ground roughly in the centre of the map (it looked like a separate mesh rather than part of the geometry of the terrain). Presumably the technical issue was that the car was elevated in such a way that none of the wheels were able to gain enough traction for the car to start moving again ๐ค
(Now that I think about it, I didn't try melee - that's a pretty mighty foot Caleb's got right there...! If melee doesn't already work on the car yet, that could be a thematically consistent solution... ๐)
I thought they scaled pretty well. The first guys going down in about 4 pistol shots felt about right for both a starter enemy plus the starting weapon. I think this is roundabout where I started to feel that slot 1 weapon needing a buff though; if we look to classic Doom as a point of reference, there's a massive spike in damage output as soon as the player picks up the shotgun for the first time.
Further on there are the guys with the red lights on them and their tougher counterparts with the blue lights, and I was one-shotting the red guys with the shotgun but had to hit the other guys a couple of times, which felt like a decent escalation of difficulty.
I'd say don't be afraid to go overboard later in the game; bullet-sponges are actually okay so long as the player has the gear to deal with them ๐
One other thing, it might be an idea to add a melee weapon, or at least a gun that's weak but has infinite ammo (like Quake 2's blaster), as I ran out of ammo for a while about maybe a third of the way through my run. On the one hand, this was excellent for cranking up the tension, but did leave my shooter protagonist feeling more defenceless than necessary.
I've played the first level so far, and I'm liking the verticality in those larger rooms, great use of the space ๐ Smart implementation of Custom Modifiers, too.
The weapons generally feel good to use, with suitably punchy sounds, although I think the damage output could be tweaked a little bit - the weapon in slot 1 ought to hit harder, as it only feels slightly more powerful than the starting pistol at the moment.
Great start on the whole! ๐