Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Zone Booth

17
Posts
1
Topics
17
Followers
4
Following
A member registered Aug 30, 2018 · View creator page →

Creator of

Recent community posts

This was really cute and the music was fun. I'd've loved a way to see the in-between comments that I missed.

I've been working on a pretty complex RPG system in GBStudio, and my first draft of it used the Trigger based approach you've listed in your first chapter. It is definitely an easy to read approach, but I wanted to share my findings about its efficiency. Triggers activations are limited to the frame rate, and that can really add up if you start to chain them together - which is something I was doing to handle a lot of branching paths.

After a while I settled on a single actor with an on update script I'd stop and start, and an action queue. The script looks at the action queue, and uses the head of it to choose an action from a gigantic switch. That action is able to add more actions to the queue. This let me solve a lot of timing issues, and more importantly it worked with the processor in a better way.  Its definitely more complex, but it handles timing and processing issues very elegantly. It also let me use Triggers for more traditional things like setting a variable when the trigger is stepped on, which made some other types of menu making a lot easier.

It did admittedly have the downside that I needed to make a custom plugin to make it manageable, and there isn't a way to make that plugin generic and sharable. It was just a set of plugins that'd add an action to the queue via name instead of number, and a plugin to make that switch display names instead of numbers. I can't make it sharable because both plugins have a large list of available actions inside of them, and there isn't a way to put that into a configurable area on GBS.

Possibly! I'm not sure what the best design for that would be. Do you have any recommendations? My main concerns are how to limit it between 0 and 7, and how to present swapping from manual mode to variable mode.

what heart, its a pretty tree now :p really though, thanks for playing. I'm excited to see the compilation of the art stages when its all done.

Super fun, but the margins were a little too tight to get past a second image. I'm guessing theres techniques like placing the shapes with a priority order and reusing parts from the last sketch. 

Really good art tools, very impressed by the ability to place lines on different halves of a tile, I couldn't figure that out for my art program. Being able to use the cursor and know where it was going to draw was implemented very nicely too.

Could try something based on inverting colors.

Glad you had fun! I have a lot to learn about optimization, for sure.

Sounds like you figured out the strategy I came up with while playtesting :)

Haha, yeah probably. I had a lot of fun designing the city as it is now. Making it more explorable would have been great. I wanted to add tools to have pizza shops be walk-ins and to have them send out their own flying delivery cars with a tower defense style thing. 

This game actually happened as a last-second pivot from my original idea and I got it done in like 3 days. GBStudio is great!

Thank you! Would you believe I had to pivot at the last second and got this done in like three days? I used GBStudio to get it out the door. Using pre-existing assets helped a lot too (Kenney's 1-bit pack and 2bitcrook's artwork & music, plus some other assets mentioned in the credits.) Kit bashing is fun.

Thank you for the recommendation. I've made that bold and I've added the in-game instructions to the page.

If you find a way to, I'd love to see it too :)

Congrats on finding the unintentional easter egg. It happens when you buy the speed boost while moving between tiles.

Credit goes to 2bitcrook for the music and the art in the title/win/loss screens. Credit goes to Kenney.nl for the sprites.

Yeah, Flinger is the last upgrade, and its more of a cute addition than an outright upgrade in my opinion.

This is the first game I've completed development on in a while, I'm so glad to hear that you enjoyed it.

Thanks! Could be miso soup, could be soy sauce with sesame seeds. I left it up to the viewer.

I'm very proud of how I did the liquid, its an inverted cylinder that I tossed a darker version of the bowl texture on. Then made the top face double sided and put the wavy effect texture on it.