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Grave Reaper Cushions

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A member registered May 30, 2017 ยท View creator page โ†’

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Thanks to this comment I am now reading up on Drugged-Out Hippy, so cheers for that! ๐Ÿ‘๐Ÿ˜

(Also really wasn't expecting a comment from Zortch dev, so hi there! ๐Ÿ‘‹ love your work! ๐Ÿ‘)

Bio Menace, nice! ๐Ÿ‘

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.

I 100% agree, but at this point I'm in way too deep, and I'm worried that if I try to add one now the whole thing's going to break... ๐Ÿ˜–

But that's absolutely a quality-of-life improvement I'd incorporate into a spiritual sequel

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).

This is a solid adaptation of the original, good stuff ๐Ÿ‘

Were you able to extract the original assets or did you need to recreate them manually? I've got some ideas for a Hellwomb adaptation of my own, so obviously access to the original assets would be handy.

Thank you very much ๐Ÿ˜

Was going to drop a line myself about those, glad to know they're already sorted ๐Ÿ‘ The old build showed a lot of promise even with those issues ๐Ÿ’ช

As a WASD user, the AZERTY setup is throwing me off just a little, but otherwise this is a great start ๐Ÿ‘

I've given myself way too much homework this spooky season, but I'll stick a pin in this just in case ๐Ÿ“Œ๐Ÿ‘

You've got that '90s FPS player movement down ๐Ÿ‘ Looking forward to seeing how this develops.

Thank you very much!

You're welcome! ๐Ÿ˜

I admit I haven't made the jump to 4 yet, but the new features in 4's original release sounded like many solutions to a lot of the limitations I was finding in 3.X... This thing just keeps getting better! ๐Ÿ’ช

Thank you very much! ๐Ÿ˜

Thank you very much! ๐Ÿ‘

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)

Thank you very much! ๐Ÿ˜

Thanks a lot!

Thank you very much!

Thank you very much! ๐Ÿ˜

(PGECF? Dang, I knew I was missing something... ๐Ÿค”๐Ÿ˜†)

Thank you very much!

Thankyouverymuch!

You're welcome! ๐Ÿ˜๐Ÿ˜…

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Thank you very much!

(Also "Post-Playing fee" ๐Ÿ˜†

๐Ÿ˜ณ

๐Ÿ˜ฌ Shhh! Don't give them ideas...! ๐Ÿคซ)

Great atmosphere and aesthetic, a solid foundation if you decide to develop it further ๐Ÿ‘

2124 comments ยท Replied to Hemlocks in 2124 comments

Now that's a box quote right there... ๐Ÿ‘๐Ÿ˜Ž

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.

Thank you very much, Impy! ๐Ÿ˜

Y'know, I'm not sure I ever considered the cumulative points thing... ๐Ÿค” somehow ๐Ÿคจ 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 ๐Ÿค”

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... ๐Ÿ˜…). 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... ๐Ÿ‘€)

Thank you very much! ๐Ÿ‘

Thank you very much!

I've got a few ideas for other Aliens-related projects, so watch this space... ๐Ÿ‘

Thanks Fred! ๐Ÿ‘๐Ÿ˜Ž

And then I noticed that Tracks 20 and 30 are (graphically) numbered 10 and 20... ๐Ÿคฆโ€โ™‚๏ธ

Bah, I'll fix that in the next build - it's only a visual error; under the hood, everything works as intended ๐Ÿ‘

Oh hey, I've just seen that you're part of flower studio ๐Ÿ‘

Haven't checked out Dead Names yet, but Shoot-Out! and The Melting Apartment were great! ๐Ÿ‘๐Ÿ‘

If I'm remembering correctly, it's one variable to track map position, one to track direction, and a heck of a lot of the "Camera Move To" event. Thankyouverymuch ๐Ÿ˜

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 ๐Ÿค”

(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... ๐Ÿ˜)

This was pretty good, although I did get the car stuck on only slightly raised geometry at one point, which took far too much forward-and-reversing to clear - I'd suggest putting a "shove car" contextual command in there somewhere.

Aside from that, this was a pleasant surprise, nice work ๐Ÿ‘

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 ๐Ÿ‘

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 ๐Ÿ‘ 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! ๐Ÿ‘

These guys look great! ๐Ÿ‘

PC build coming soon, you say... ๐Ÿค”

๐Ÿ“Œ