I've had this project I've been putting off for awhile, but this actually had some stuff I wanted to implement and wouldn't know how to. I'll definitely put this to good use!
im getting an error when building my project, it says "error 47: indirections to different types assignment from type 'struct point16_t data' to type 'struct upoint16_t fixed'" any help on this would be great
Ah, 4.1.2 issue that has been affecting a few plugins. All other versions of GBS should work. I'm hoping they revert the change, otherwise I will make a patch for the plugin when 4.2 is out.
@@shintendoYTcool, thanks for the reply, when it's fixed I will definitely be using this instead of the heavily outdated (but currently functional) adventure plus
This is brilliant. I've reached out on other socials, but thought I'd hit you here too: If I wanted the player to "snap" to the 8x8 tile grid, what changes should I make to adventure.c? It would be cool to be able to set this movement to both snap the player to grid after movement (snap to pixel, like you have now), as well as snap to 8 or 16 grid, with the snap happening after movement is finished / input is released. I ask about this because adventure mode engine can have the camera rest where only part of a row or column or both of tiles is showing, so when you do anything that brings up the overlay (dialog, for example), the camera snaps to the grid temporarily. It would be nice if the camera was already snapped to the grid already before drawing the overlay.
projectiles that attach to player like the old item:attack script back in 2.4b that is tied to actor positions would be great so we dont have to make another state that moves actor origin point and reallign every triggers
4.0 KEEPS GETTING BETTER AND BETTER. to bad i cant migrate yet. on that note, im uing your hack for more projectiles on the projectile_0 thing. how do i set it up so that i can use 0 and 1 for multiple diff types? for some reason when i copy scripts from input_1 it keeps crashing. also side note, your mic is way too low or are you far away from the mic?
I have been having some issues with my mic, it randomly gets low sometimes... But for the projectile thing, someone told me they could only copy projectiles FROM slot 0, but they could copy them INTO any slot. Maybe that is the same issue you are having?
yeah, it can only be slot0, whhen i try to copy slot1 it shows up from 0 but if i try to brute force the loading of slot2 sprite it goes off some time but crashes immidiately. its like u can only do slot0 and nothing else?
This is a true game changer! Setting up solid actors took me for ages in GBS 3.1 😮
Thank you so much! 🙏
I've had this project I've been putting off for awhile, but this actually had some stuff I wanted to implement and wouldn't know how to. I'll definitely put this to good use!
Thank you! Now to finally learn the actual basics of this program first 😭
I just wish there were better beginner tutorials out there.
This looks amazing! I didn't realise the GB could have such smooth movement
Brilliant!!! Also those graphics look so sweet
This is great! I will use this for next week’s game jam I signed up for!
This is so awesome
Amazing Work! Thank you for this.
Messing with the swimming speed could be kinda neat in a waterfall section
im getting an error when building my project, it says "error 47: indirections to different types assignment
from type 'struct point16_t data' to type 'struct upoint16_t fixed'"
any help on this would be great
Ah, 4.1.2 issue that has been affecting a few plugins. All other versions of GBS should work. I'm hoping they revert the change, otherwise I will make a patch for the plugin when 4.2 is out.
@@shintendoYTcool, thanks for the reply, when it's fixed I will definitely be using this instead of the heavily outdated (but currently functional) adventure plus
This is brilliant. I've reached out on other socials, but thought I'd hit you here too:
If I wanted the player to "snap" to the 8x8 tile grid, what changes should I make to adventure.c? It would be cool to be able to set this movement to both snap the player to grid after movement (snap to pixel, like you have now), as well as snap to 8 or 16 grid, with the snap happening after movement is finished / input is released.
I ask about this because adventure mode engine can have the camera rest where only part of a row or column or both of tiles is showing, so when you do anything that brings up the overlay (dialog, for example), the camera snaps to the grid temporarily. It would be nice if the camera was already snapped to the grid already before drawing the overlay.
projectiles that attach to player like the old item:attack script back in 2.4b that is tied to actor positions would be great so we dont have to make another state that moves actor origin point and reallign every triggers
i dont know if it works in 4.1.3, but it looks really good!
😻
How’d you get the sword action to look so good? Do you have an example project?
I made a now unlisted tutorial about making a nice sword here shintendo.neocities.org/gb_studio/tutorial_sword
4.0 KEEPS GETTING BETTER AND BETTER. to bad i cant migrate yet. on that note, im uing your hack for more projectiles on the projectile_0 thing. how do i set it up so that i can use 0 and 1 for multiple diff types? for some reason when i copy scripts from input_1 it keeps crashing. also side note, your mic is way too low or are you far away from the mic?
I have been having some issues with my mic, it randomly gets low sometimes... But for the projectile thing, someone told me they could only copy projectiles FROM slot 0, but they could copy them INTO any slot. Maybe that is the same issue you are having?
yeah, it can only be slot0, whhen i try to copy slot1 it shows up from 0 but if i try to brute force the loading of slot2 sprite it goes off some time but crashes immidiately. its like u can only do slot0 and nothing else?
@@ELV13S Yeah seems to be that way. Just means you need to make more scenes to copy from. I'll try to follow up on why it's happening some time.
@@shintendoYT i cant have ranged and melee then...hopeu find fixes soon thanks for the time