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Levi Johnston

118
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A member registered Jul 12, 2020 · View creator page →

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Dang it, this name is taken.

At what size is the font pixel-perfect?

Working cars? What do you mean by that?

Very nice. I love the twist ending, especially since I come from the place where Mario decided to go.

It reminds me of my game too.

I accidentally trashed all of the .gbsres files in my project! Fortunately, I was able to restore them. I thought I'd let you know that could happen.

Wait, what?

This may be the only game I've seen where you're a "puppeteer". It seems like an interesting concept.

What do you mean Wario?

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This seems more or less how I'm making my game, except my game isn't for a jam and it's taken about 2 years at this point.

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This came to me flashed on a cart from AliExpress, and I thought it was interesting when I tried it out. It makes me hope you'll like my game too.

By the way, how did you get such smooth fading?

I don't get it. What's the goal?

I don't know. The Game Boy Advance is a bit more—how do I say it?—advanced than the original Game Boy and the Game Boy Color.

Try putting a Camera Move To event in your game and then running it in debug mode. When you pause it, you can see the GBVM hidden under the "blocks" of code.

Nice, but all of the static objects being sprites is causing a lot of problems considering the display limitations of the Game Boy (max 10 per scanline).

Here's another idea. This might be the best one yet.

The current GB Studio version has a "Script Lock" event that pauses everything except projectile motion and sprite animation. If you place that before your dialogue event, you won't have to worry about bullets firing too soon!

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I switched back to 4.1.1 and realized why my game kept being canceled. It didn't show me the error until I switched back to 4.1.1.

The problem was that there was no background assigned to one of my scenes. I've posted the issue on GitHub.

Now I've made a change to my music file, and the build is being canceled whenever I try to run or export it. This wasn't happening before in version 4.1.2, but now I can't run the game. I've tried clearing the cache and everything.

Yes, that was it! Thanks for getting that fixed.

I've given my characters personality with their own text sound.

Why is there a delay between parts of a multi-part dialogue event now?

Another idea: https://alberto-luviano.itch.io/nes-color-switching-demo

The original Game Boy unfortunately doesn't run as fast as the Game Boy Color. You may need to remove some scripts or actors to get it to run the way you want it to.

What's the game you did this in?

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I wonder if in a future update you could have tile mirroring for GBC games. It could help to save VRAM space.

What an excellent idea! I might try that for a GB Studio game.

I just figured it out. For some reason, there was an extra script in my code that I had put in there by mistake. It's fixed now.

That folder should be created automatically when exporting a ROM file, but if you get that error, maybe you should try creating the folder yourself.

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The sounds in my game are messing up the stereo effects in my music and making it sound bad. Is there any way to fix that?

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Here's the script that's been causing the problem. It worked fine until I upgraded to 4.0.1.

Wait, I got it! It's got something to do with the new rnd function. That's why my game won't compile. I need to use the Math Functions event instead.

The newest version gives me this error whenever I try to run or export my game, and I don't know how to fix it.

Error: Compiling failed with error "Error: Script was not stack neutral! Stack shrank by 1". {"scene":"Final Boss","scriptType":"actor","actor":"Boss"}

I've noticed that the left and right audio channels are switched when exporting a ROM file.

This trick has been used since 1985, and I wanted to shed some light on it. I'm using it a lot in the game I'm working on.

It seems to be working alright for me.

Yeah, but it's slowed down my game for some reason.

Yeah! The NES version of Mario is Missing! does that, and it's pretty easy to do in the sprite editor.


Just be aware that only ten 8x16 sprites can be displayed in one horizontal row.

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If you make a game in color-only mode, you should put a scene in your game that keeps the game from moving forward unless color mode is detected.

And I've found that scenes with automatic palettes may need a monochrome override if sprites are going to be displayed behind the background layer.

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Now it's time for update 4.1.

I guess there's nothing the current update can't do in GB Studio 4.1 as far as I'm aware...

Never mind, I got it fixed. I just disabled automatic fade-in for that scene and added a manual fade-in event. It may have also helped that I cleared the build cache.

No, that's due to the limitations of the Game Boy Color. You'll just have to either deal with them or work around them.