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Gumpy Function

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A member registered May 28, 2021 · View creator page →

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That wasn't intentional, no. Dont worry, I wont remove it.

Hey there, all the eggs are found to the right of ITs lair. There arent any on the way to the final boss. You're keen starting with hard mode. Its pretty brutal.

There is a map that gives you hints on where the next soul is. Interact with the save spot in ITs lair to view it.

Hey, I won't be releasing the project file but you can check out my 'Lets Build a Platformer' GB Studio Course via my itch profile if you want to learn how I make platformers. It's free.

Thanks for the kind words in your video.

Hi there, I made this in 6 weeks for the GB Compo 23 jam. The game is free to play so I haven't made money off it. Although a small amount in donations which is nice. But when I do a jam, it's just an opportunity to learn and try new things so it's not a bother if it doesn't make money.

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Hey there,

There are a couple of ways to do this.

You could set a global variable to true at the start of the dash state and then false at the end using the 'Attach Script to P+ State' event. Then check that variable in the enemies 'On Hit' script. If true, then destroy the enemy, else player is hurt.

There is also the 'Store P+ State in Variable' event in the P+ plugin. That checks what state the player is in and stores it in a variable. You could use that event within the enemies 'On Hit' script. Directly after that event, you  check if the stored variable is equal to the dashes value (the 'Store P+ State in Variable' event will tell what value is associated to what state) and run a script if true, else player is hurt.  If you need to check for multiple states at once, you can use an 'If Math Expression' event.

I'll add this kind of functionality to the game in an upcoming lesson, in fact. I'll be adding little mini-missions to some of the houses in Peas home town to explore these kinds of mechanics and discuss how to effectively tutorialize mechanics in games.

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All good, great to hear the feedback. I thought about enabling it for this lesson because the frame rate dips are pretty bad. But then I figure its a good opportunity to see what happens when you start adding all these plugins and features to a game in DMG mode and hold off on enabling it for learning purposes.

I'll be discussing my thoughts about DMG mode in relation to GBS platformer design in the next lesson but essentially; making a good platformer in GBS effectively requires the GBC as the P+ engine is a must IMO. While it does provide a good amount of scope and depth for designers, it is at the cost of optimized code.

When I started making Feed IT Souls for GB Compo 23, my original self-imposed challenge was to attempt to create a good platformer that runs smoothly in DMG mode within 6 weeks. By the end of week 1, I realized it would be impossible for me to implement mechanics that would make the game unique/interesting and have it run well. This is why Feed IT Souls uses a single palette - the art was made with DMG in mind and in jam conditions, I wasn't about to redo it all for color mode, instead opting to give the player unlockable palettes).

My pleasure! Good to hear it will help.

Hey, i made this a while back using an obselete version of GB Studio and porting it to a newer version will be too much work for me, sorry. But thanks for the offer. 

I think there is a plugin that will help you change the collision bounding box in GBS3.2. If there are any other issues, its best to ask questions on the GBS discord.

Hey there, you can read the description above for all the details. The course is currently in development.

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You may not be using the most recent version of GB Studio? It's a new event that is not currently listed in the GBS docs.

You can set a new hitbox using the 'Set Actor Collision Bounding Box' event when sonic is set to his crouching state.

The GB Studio Discord is really good for fast responses to these types of questions, I'd join the discord if you haven't already.

Yes, what can I help you with?

Hey there, feel free to contact me on discord to discuss.

We will be using the Platformer Plus plugin and manipulating the states within in it. It is a state machine, but we won't need to touch any engine code to create nice platformer movement.

Indeed, lesson 3 will complete the Options menu. The build above is the state of the Game at the end of Lesson 2.

ha, not bad. I'm not sure how dystopian I would go with this game. But I am tempted to take it to several dark places for the lolz. I've put a pin on Cappimon development for the time being as I want to finish the full version of Super Jacked Up Tomato Face Johnson before I properly sink my teeth into another massive project. But yeah, that will mean I get to stew on what direction Cappimon takes over time.

Thank you, bud. I'm excited to help you learn.

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No problem.

I will be sharing how to create a breakable platform in the 'creating obstacles' lesson. I can also include the slippery puddles mechanic in that lesson, too. It will be a good example of using triggers to create unique mechanics, in fact.

There will be a very in-depth lesson on the Platformer Plus states (such as dashing) and how to tweak them to make your game more unique. The Player Move-set will likely end up being covered over multiple lessons because there is so much going on with that element of game design.

Pretty much, yes. Let me know what you want to learn.

Thanks so much, really appreciate the support.

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I finished writing the second lesson this evening. I will spend a day or so polishing it before I release it.

I have built the game up to lesson 4 but planned well beyond that. And have started working on gathering screenshots and writing up a draft for lesson 3.

So what I will do is release lesson 2 very soon,  lesson 3 likely next week. 

It's taken me around 30 hours to complete lesson 2 (including creating the assets and building the game in a way that will suit the lessons) though.

Depending on the size of each lesson and how detailed I go into various aspects of game development, the course may take quite a few months to complete in full.

But I will attempt to make a big push to get the earlier lessons out asap. That way, we can get beyond the basics and move into the more meatier aspects of creating a platformer sooner rather than later.

Pleasure. I'll do my best to release lessons quickly. Certainly for the first few lessons so beginners can get some momentum going as they learn.

Cheers! I'll cover more or less everything that was implemented in Super Dassalo Land, yep.

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It does, the browser version represents the project up to the most recently released lesson. At this point, lesson 1.

As the course is developed and subsequent lessons are released, the browser game will be updated accordingly.

Excellent work! Thanks so much for sharing this.

Hey there, I'd recommend downloading the Game Boy ROM and playing with an emulato such as BGB or Sameboy

Rad, contact me via my website or discord and see what I can do to help you out.

Thanks for making this freely available. I used it in Super Dassalo Land to take the pressure off making loads of SFX myself. I used Tronimals packs as well.

I'm going to use these in a free GBS course I am producing for the community as well so I will direct users to this page in future, too. Thanks again for your generosity!

https://sloopygoop.bandcamp.com/album/super-dassalo-land-ost

Sloopygoop released the OST on Bandcamp only a few days ago actually!

I had started it in 3.0 as that was out when we started the project. We migrated it to 3.2 to get some more features (like simultaneous timer scripts for example.)

I would have been keen to migrate to GBS 4 when that came out but we were so far into the project that the amount of work to successfully migrate it and complete the game before deadline was just too risky.

This is why I created the option to turn off all cutscenes when you start a new game. That options also skips all the dialogue in the levels so player can get straight into it. Also, I didn't put any dialogue in at the start of the first level (the tutorial scene) to mitigate this.

So yes, I agree with you and would normally truncate story cutscenes to get the player playing asap as I have done in my other platformers. But when it's a game about a Comedian that ties in with his stand up special, its going to end up with more written jokes sprinkled throughout the game than normal. 

Tommy edited and tightened up a whole bunch of the script towards the end of development to reduce the time spent reading words instead of playing the game, but the cutscenes and dialogue are also very important to the overall experience since its a game about a Comedian.

For sure, bud. I'll write up an article on the platformer + player move-set 100%

Ill contact them now and make sure you get it asap. Thanks heaps for your patience.

Hey thanks! Kompy's Castle is much requested ha. Could be my next one if I decide to port BMO to the current GB Studio ;)

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Hey, thanks! If you're into platformers, there is Feed IT Souls and Tomato Face, they are both single session experiences since they are jam games.

If you like puzzles then there is Unearthed. That came out very recently and is a full GB/GBC title. Or there is Dicee! I made Dicee! For my wife as a gift since she can't get enough of yahtzee, so that's recommended if you like the sound of a chill dice game with lots of replayability. There is also In The Dark 2 - although just the demo is available currently.

Then there are my fan games. The simpsons ones are a little experimental but if you're a fan of the Simpsons then absolutely have a go at them. (Speaking of, I am currently creating a new version of Lee Carvallos Putting Challenge 2 in full color this time - so watch our for that).

Cheers

My pleasure, enjoy!

Hey there, this is a game crash. Do you remember what you were doing and in what level/screen you were when this occurred? Cheers