How to make Zelda Combat in GB Studio 3.0

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  • Опубліковано 23 січ 2025

КОМЕНТАРІ • 133

  • @easter-man
    @easter-man 2 роки тому +16

    You called Link Zelda. I will never forget that

    • @RobertDoman
      @RobertDoman  2 роки тому +5

      ...and I will never remember to say Link hahaha

    • @Duckyboy33Shorts
      @Duckyboy33Shorts Місяць тому

      @@RobertDoman How Dare You Lol

  • @scepticore
    @scepticore 3 місяці тому +2

    It didn't work for me in the first place. Then I noticed, that I was missing that crucial "Wait 0.1s" - now it works. Thanks Robert!

  • @Scombert
    @Scombert 3 роки тому +6

    I can’t tell you how excited I was to see this in my recommendations. Truly a gift! Keep up the great work!

  • @AndrewFullerton
    @AndrewFullerton Рік тому +3

    Regarding 3:17 -- from what I understand animation states are universal for all actors. The docs reccommend you make each one as broadly applicable as possible to be efficient ("destroy" instead of both "crush" and "explode") unless you just need multiple similar ones on the same actor for some reason.
    Also, thanks for these tutorials! It's a lot to get my head around how it all works with writing alone, seeing someone do it is incredibly helpful.

  • @tiradormapachefurtivo4200
    @tiradormapachefurtivo4200 3 роки тому +3

    Thank you sir, you saved my school's game development project

  • @xy1515
    @xy1515 3 роки тому +5

    Helpful and enjoyable content as always. I would also definitely love to see a tutorial for the whirlwind attack and the sword swing animation! Great work!

    • @RobertDoman
      @RobertDoman  3 роки тому +2

      Does a whirlwind attack look like the sword spinning around the player? I would love to try something like that

    • @xy1515
      @xy1515 3 роки тому +2

      @@RobertDoman yes indeed. I guess you have to hold a button for a few milliseconds and charge it, then let loose and the sword is spinning. Perfect for harvesting diamonds from bushes or grass or defending against multiple enemies at once. You can do that while moving.

    • @TTarSmashMod-mk8iv
      @TTarSmashMod-mk8iv Рік тому

      @@RobertDoman it's called a spin attack, but yeah it involves spinning the sword around the player

    • @tomdekler9280
      @tomdekler9280 Рік тому +1

      @@xy1515 As a long time Zelda fan, I really do love the "whirlwind attack to harvest diamonds from bushes" terms you use. Very endearing.

    • @RobertDoman
      @RobertDoman  Рік тому

      Can you tell I preferred Pokémon? Hahaha

  • @Sir_Bone-Head
    @Sir_Bone-Head 2 роки тому +1

    I was just thinking about this idea with the new combat system. Thanks for proving my thoughts correct.

  • @bradgentry4601
    @bradgentry4601 2 роки тому +1

    Hello Robert! Very much enjoying the videos, and finding them extremely helpful jumping into GB Studio and trying to make my first adventure game. Excited to see more in the near future!

  • @fallout187
    @fallout187 3 роки тому +1

    Thank you for making this video. Been waiting awhile to see this.

    • @RobertDoman
      @RobertDoman  3 роки тому

      No problem, sorry it took so long!

  • @ruegenthedragon
    @ruegenthedragon 3 роки тому +4

    👀can't wait to use this for my future game

  • @MarillMau5
    @MarillMau5 2 роки тому +2

    i desperately need a method for knockback or invulnerability state for when getting hit,

    • @RobertDoman
      @RobertDoman  2 роки тому +1

      I would use a true/false check when getting hit, if you get hit, it turns to true, not letting any more hits in, and then at the end of the invulnerablility time, you set it back to false so you can receive hits again
      Hope that helps!

  • @cancerculturefl
    @cancerculturefl Рік тому +2

    This really changed the game up. That being said tho if you use this combat be prepared to make doors and hallways alot bigger because of the added canvas size to your sprite. I found that I had to go back to my maps and remove certains rocks and other terrain that I would end up getting stuck on.

    • @RobertDoman
      @RobertDoman  Рік тому +3

      Make sure that the player's collision box is correctly placed to only cover the player character, otherwise you may find it frustrating when you get hit by enemies!

    • @cancerculturefl
      @cancerculturefl Рік тому +2

      @@RobertDoman dude thank you so much. I was so confused haha. I thought the collision box was more of a hit detection box only for attacks. I don't know where I even got that idea. But dude thanks I just implemented what you said and it works perfectly!

    • @RobertDoman
      @RobertDoman  Рік тому +2

      Glad I could help!

  • @nehemiaslugo2252
    @nehemiaslugo2252 3 роки тому +4

    What's the use of having to mark pixel by pixel in the sprite collider if they only work on 8x8 squares in RPG, I wanted to use them in adventure but they didn't work.
    I want to know if there is any way to activate the collider in adventure mode and platforms

    • @RobertDoman
      @RobertDoman  3 роки тому

      The player in adventure mode isn't stuck in the 8x8 grid like it is in top-town 2D. Make sure the scene is set to adventure, it also lets you move diagonally

    • @nehemiaslugo2252
      @nehemiaslugo2252 3 роки тому +1

      @@RobertDoman what I mean is that in adventure mode and platform mode I can go through the sprites with the protagonist, I want to know how to activate the collider so that the player collides without being able to go through them

    • @RobertDoman
      @RobertDoman  3 роки тому

      @@nehemiaslugo2252 I see, if you are wanting to be able to attack them, I'm not sure you can change that, you'd maybe have to increase the collision box and push the player away

  • @Lazur4Baelgun
    @Lazur4Baelgun Рік тому +1

    Nice explained. Thank U for making It understandable 👍

  • @geem2094
    @geem2094 10 місяців тому

    Anyone know how I can make it so I’m not whacking the npcs that I want to talk to? Like I got it all working but I’ve set my attack button the same as my interact, any way so I can get it to play the attack animation unless there’s an npc right in front of me?

  • @guidosprite
    @guidosprite 2 роки тому +2

    is it possible to make the player go behind the trees through the layers?

    • @RobertDoman
      @RobertDoman  2 роки тому

      I'm not sure, but you could hide the player when entering a trigger box and then show them again when they leave
      Might not work perfectly though
      That's the simplest way I can think of, using actors for the trees could also work but may get heavy on the actor limit

  • @timoratus_music
    @timoratus_music Рік тому +1

    Question, so I am in the planning stages of creating a Zelda like game like your example, but I was wondering if you'd be able to have 5 different equipable weapons that change the player sprite character. The idea is that there are 5 different characters that each has their own power (weapon) when switched to. This is in order to be able to solve puzzles along the game. You would recrute them as you play. Is thing like this at all possible in this engine?

    • @RobertDoman
      @RobertDoman  Рік тому +1

      Yes that should be completely possible with a switch to decide and show which weapon is currently equipped, and a variable to keep track of which weapons are unlocked

  • @DeityMicrophones
    @DeityMicrophones 2 роки тому +1

    Can you upload these projects to Itch as examples projects for people to tinker with

    • @RobertDoman
      @RobertDoman  2 роки тому

      I may do that in the future, it isnt dissimilar to the sample project right now

  • @mrtesticlease4638
    @mrtesticlease4638 3 роки тому +2

    in my game in order to get the right animation speeds i have the player animate on 15fps, then double each frame for walking and idle. jumping is on ones. however, for links awakening, i think links animation works similarly, but instead of it being on twos its on threes, with the movement speed being 1.15 i think

    • @RobertDoman
      @RobertDoman  3 роки тому +1

      I'm glad GB Studio 3 gives us finer control, I haven't deconstructed anything that much though

  • @christopherconrad8590
    @christopherconrad8590 3 місяці тому +1

    But with a bigger animation canvas, I can't keep baloon emote near the player, how can i do?

    • @RobertDoman
      @RobertDoman  3 місяці тому

      Unfortunately, I think emotes haven't been improved since the first version of GB Studio, so I don't think their position can be adjusted. You may have to use projectiles with no movement speed instead, that way you can control the point at which they spawn.

    • @christopherconrad8590
      @christopherconrad8590 3 місяці тому +1

      @@RobertDoman thanks for the advice, i'll try

  • @graywyck2886
    @graywyck2886 2 роки тому +5

    I suggest a tutorial on how to achieve Zelda-style screen scrolling in the game

    • @RobertDoman
      @RobertDoman  2 роки тому +3

      Great idea, I should definitely do that

    • @Vulpas
      @Vulpas 2 роки тому +3

      @@RobertDoman Is a Pokemon style game possible?

    • @RobertDoman
      @RobertDoman  2 роки тому +2

      @@Vulpas it is possible but I wouldn't recommend tackling a game so big on your own

  • @peacockjive6847
    @peacockjive6847 2 роки тому +2

    The Problem with this technique is that now the character is centered one block higher than normal. I wonder if theres a way to do this and keep your character centered

    • @RobertDoman
      @RobertDoman  2 роки тому +1

      I agree, I haven't found a solution for this yet

    • @peacockjive6847
      @peacockjive6847 2 роки тому +1

      @@RobertDoman Dang. I'm trying to find a away for my character to attack with a halberd/spear. I want the attack range to extend 32 pixels instead of 16 but when i use this method my character is centered too far up. I tried playing around with projectiles but I can't seem to get it right.

    • @RobertDoman
      @RobertDoman  2 роки тому +1

      ​@@peacockjive6847 I think if you keep trying, it will work, but I agree it can be annoying and time consuming to get it right!

    • @peacockjive6847
      @peacockjive6847 2 роки тому

      @@RobertDoman totally figured it out. your vid was super helpful

    • @peacockjive6847
      @peacockjive6847 2 роки тому +1

      @@RobertDoman Thank you

  • @smf8633
    @smf8633 8 місяців тому +2

    I have a question, can that blue thing that is where the sprite is located, can it be uploaded ? It's just that when I want to teleport in my game the sprite appears a little higher

    • @RobertDoman
      @RobertDoman  8 місяців тому

      Unfortunately not, make sure your sprite artwork is placed correctly on your sprite sheet so it isn't higher than it should be

  • @icoglioni123
    @icoglioni123 Рік тому

    ok, the procedure work, but i cannot hit my enemy, i tried to swap 20 times all the collision numbers ecc.. but the projectile doesn't hit the enemy, little help? (sorry if i'm bothering you on a 1 year ago tutorial)

  • @lazerwheelie
    @lazerwheelie Рік тому +1

    I wanted to test the animation and my character just flashes and doesn't display the animation. I made an animation state for the sword using a different sprite sheet for the attack (so far I just completed the downward slash). I called it "Sword" and set it to Four Directions. I set the frames up for the Idle Down position. I added a Wait Event then a "Player Set Animation State to Default" Event. But when I test it the character just flashes and there's no animation.
    I was trying to switch the sprite sheet with an event and got the animation to change but it's all glitched up. Do I need to have all the actions of the character on one single sprite sheet? I'd think that would mean Id have to start over every single time I add something to the character. But that surely can't be how it works.
    Or does it mean you have to have a big sprite sheet for your player if you want them to attack?
    Sorry, complete beginner here.

    • @RobertDoman
      @RobertDoman  Рік тому +1

      I recommend my video on the sprite editor, and to read the documentation at GBStudio.dev 🙂

    • @lazerwheelie
      @lazerwheelie Рік тому +1

      @@RobertDomanjust had a good breakthrough today to set up the animations correctly! One step at a time. Now to learn collision groups and enemy Actors…

    • @RobertDoman
      @RobertDoman  Рік тому

      @@lazerwheelie congratulations! I hope it keeps going smoothly for you

    • @lazerwheelie
      @lazerwheelie Рік тому +1

      @@RobertDoman I tried another method and found some problems again so I went back to your method as it was giving me less trouble. However I am trying to figure out the right settings in speed and Wait. My attack has 3 frames. So how long should the Life Time and Speed be? It keeps looping the animation twice when I press the button.

    • @RobertDoman
      @RobertDoman  Рік тому

      @@lazerwheelie if the problem is that the animation loops, slow down the animation speed, I can't tell you the perfect settings for your own game! Sorry!

  • @SorenStapp
    @SorenStapp Рік тому

    I'm making a game, and the sword doesn't seem to be doing anything. I've set my slime to the right collision groups, but it's not working. Any tips?

  • @gr8t1bobo
    @gr8t1bobo Рік тому +1

    Can you please tell me how you get where it says Player set animation to sword / player /sword/ above the Launch Projectile? And Source player / direction. I must have missed that cause I can't figure that out.

    • @RobertDoman
      @RobertDoman  Рік тому

      In the sprites tab, I created animation states and named them that, so when I call the set animation state, it is using those names I made there
      Hope that helps!

    • @gr8t1bobo
      @gr8t1bobo Рік тому +1

      Thanks I figured that out, still having issues with my sword not showing up. I watched your video like 100 times lol. Oh well

    • @RobertDoman
      @RobertDoman  Рік тому

      Take it back to basics to see what the exact issue is, does switching animation states work? Or is it just the state with the sword in?

    • @gr8t1bobo
      @gr8t1bobo Рік тому +1

      Not really sure, I created the normal idle state player, then made new state with the sword, added the script to the b button press and used all your projectile settings from the video. I must be missing a step in the beginning. Sorry for all the trouble it's frustrating me lol

    • @RobertDoman
      @RobertDoman  Рік тому

      @gr8t1bobo it's okay! In game development, when I have these issues, I try to break them down piece by piece to find the exact point of failure. Is it that the projectile doesn't work, or the animation state doesn't work?

  • @SorceressGamelab
    @SorceressGamelab 2 роки тому +3

    I love your tutorials! GBS 3 is a bit different than the old version and I'm so happy you showed us how to do this! I'm still figuring out what all the events do so it was a bit difficult for me to follow along but I finally figured it out😄 Now that it's working I can work on a better sword attack I guess:) Thanks for all your hard work! Is there a way to use keys for locked doors for example? Or could you show us how to get an item out of a chest?

    • @RobertDoman
      @RobertDoman  2 роки тому +4

      A locked door could be an actor and so could the key
      When you interact with the key, a variable could turn to true, then when interacting with a door, if that variable is true, the door will disappear
      Hope that helps, I may make a tutorial of that in the future!

  • @smf8633
    @smf8633 Рік тому +2

    THANKS VERY THANKS !!!

  • @felipezymor9970
    @felipezymor9970 2 роки тому +1

    When the enemies are too close to the character, the attack doesn't hit them. Any tips to overcome it?

    • @RobertDoman
      @RobertDoman  2 роки тому +1

      Consider experimenting with the directional offset to ensure it isn't interacting with the player
      It isn't a perfect system so you'll have to find what works for you

    • @felipezymor9970
      @felipezymor9970 2 роки тому +1

      @@RobertDoman awesome, I'll try it... Thanks for all the content you're building about GB Studio, you're literally a game changer

  • @devinsidell
    @devinsidell Рік тому +1

    As I'm follwoing your tutorial I'm finding that there are some options fo the GB STudio 3 'Add Event 'menu that are missing for me: Player State Animation To Sword and Player Set Animation State To Default. Where do I find these?

    • @RobertDoman
      @RobertDoman  Рік тому

      Set state should be an event, and then it should be a drop down to find the states you created in the sprite editor

    • @devinsidell
      @devinsidell Рік тому +1

      @@RobertDoman Yeah they don't appear in the drop-down menu when I click add event. I'm using the latest version of GB Studio.

    • @RobertDoman
      @RobertDoman  Рік тому

      Is set animation state an event?

    • @devinsidell
      @devinsidell Рік тому +1

      @@RobertDoman When I type Animation State under +Add Event the closest one is 'Set Actor Animation State'

    • @RobertDoman
      @RobertDoman  Рік тому +1

      Yes! That's the one!

  • @CheetahWasTaken
    @CheetahWasTaken 2 роки тому +2

    Hi great tutorial ! Also when i put my character in the middle of the sprite sheet, the colision box i add doesn't do anything, in game its just 16x16 colision box. Would you know why?

    • @RobertDoman
      @RobertDoman  2 роки тому +1

      Make sure you're using the correct scene type, for example point and click doesnt have collision
      You will also need to paint the collision onto the scene, and make sure you're using the sprite sheet you set up before
      If you did all that, I have no idea why the player wouldn't have collision, sorry!

    • @CheetahWasTaken
      @CheetahWasTaken 2 роки тому +1

      @@RobertDoman yeah thank you ! I don't exactly know what happened I think there was a glitch but now its working !

  • @baddabaddabaddaswing
    @baddabaddabaddaswing Рік тому +1

    Is it possible to make a mega man like game in GB studio 3?

  • @The_Nonchalant_Shallot
    @The_Nonchalant_Shallot 3 роки тому +1

    Is there any way to force the player to stop walking and disable movement controls until the animation is finished?

    • @RobertDoman
      @RobertDoman  3 роки тому

      Yes! The button has a setting to overwrite the existing button controls, I would use that, and then remove it afterwards
      It would require some testing though, I can think of a few ways to optimise it that would need a video

    • @dallas1908
      @dallas1908 3 роки тому

      Well, I did that by setting the player walking and running speed to zero. I don't remember rn, but probably you'll have to change the velocity or acceleration to zero too.

    • @The_Nonchalant_Shallot
      @The_Nonchalant_Shallot 3 роки тому +1

      I'll look into that. In the meantime, I noticed the offset settings in the sprite script. With some finagling of the invisible hitbox and some sprite editor magic, I think we might be able to rig up some real zelda combat animations

    • @RobertDoman
      @RobertDoman  3 роки тому

      @@The_Nonchalant_Shallot I agree, I think that's totally possible

  • @ThePhantomBowtie
    @ThePhantomBowtie Рік тому +4

    It would be amazing if we could add the animations for sword swinging
    People who modify GB studio:

  • @MarillMau5
    @MarillMau5 2 роки тому +2

    a tip for adventure mode, change player movement speed to 1.25 or 1.5

    • @RobertDoman
      @RobertDoman  2 роки тому +1

      Make sure you test this, I remember experiencing collision bugs with non integer number speeds

    • @MarillMau5
      @MarillMau5 2 роки тому +3

      @@RobertDoman ok I will test it out thanks, btw saw your last video, love the discord idea. Sometimes it doesn't feel as friendly in the gb studio one. So I'm interested. Would be cool to have a section where ppl can just post their dev updates on your sub chat.

    • @RobertDoman
      @RobertDoman  2 роки тому +1

      I'm very glad to hear that, thank you!

  • @larapichler5850
    @larapichler5850 2 роки тому +2

    Hello, I tried to copy your skript for fighting enemies. Problem is: when I defeat them, they dissapear (as they should) but they are still attacking even though they are invisible and "dead".
    Do you have any ideas or is there a way to download your files to see the difference? I've really tried many times and I can't find the mistake...

    • @RobertDoman
      @RobertDoman  2 роки тому

      That is a strange issue for sure. I recommend using 'disable collisions' as well when you hide them! You can also try to stop their 'on update' script.

    • @larapichler5850
      @larapichler5850 2 роки тому +1

      @@RobertDoman thanks for the suggestion. I did both of that so that's really weird...

    • @RobertDoman
      @RobertDoman  2 роки тому +1

      @@larapichler5850 if you really want to get rid of them you can maybe set their position to somewhere crazy off screen

    • @larapichler5850
      @larapichler5850 2 роки тому +1

      @@RobertDoman that's a good idea! Thank you.

  • @fabulousasia9848
    @fabulousasia9848 2 роки тому +1

    Do I have to add this event to all my scenes? Is there are way to copy the events from one scene to another?

    • @RobertDoman
      @RobertDoman  2 роки тому +1

      Yes I believe you need to copy and paste it to all scenes you want it to work in
      To copy, click the drop-down arrow on the event and select copy event, to paste you can hold alt and it will change the add event button to paste event. In GB Studio 2, it used to be the ctrl button

    • @fabulousasia9848
      @fabulousasia9848 2 роки тому +1

      @@RobertDoman That was super easy! Thanks!

    • @RobertDoman
      @RobertDoman  2 роки тому +1

      @@fabulousasia9848 no problem!

  • @outgoingcall
    @outgoingcall 2 роки тому +2

    So you have to create an attack event for every single scene? Or did you put the attack code somewhere else?

    • @RobertDoman
      @RobertDoman  2 роки тому +1

      Yes in GB Studio each scene starts with no knowledge of the last except for global variable values, so you need to put the attack code in every scene that you want it in

    • @outgoingcall
      @outgoingcall 2 роки тому +1

      @@RobertDoman Thanks. Hopefully they'll add a common event type thing at some point.

  • @algh3291
    @algh3291 3 роки тому +1

    now thanks to the update you can create bigger sprites with lots of character animations I made one at 32x32 with 16 animations try it

  • @Vulpas
    @Vulpas 2 роки тому +1

    Is a Pokemon style game finally a possibility with GBS?

  • @ChaceTMarlowe
    @ChaceTMarlowe Рік тому

    what was your sprite sheet dimensions? Im having trouble getting everything to line up on the Photoshop side.

    • @ChaceTMarlowe
      @ChaceTMarlowe Рік тому

      and does the sheet need to include the walking cycle as well or is there a way to just set up an attacking sheet?

    • @RobertDoman
      @RobertDoman  Рік тому +1

      The sprite sheet dimensions just need to be a multiple of 8
      And having the walk cycle on the same sheet is good, it means you can just change state rather than changing sprite

    • @ChaceTMarlowe
      @ChaceTMarlowe Рік тому +1

      ended up just getting Aseprite and it was SO much easier. just having trouble now finding "Player Set Animation State to Sword" only player set in events is "Set Player sprite Sheet" Weird@@RobertDoman

    • @RobertDoman
      @RobertDoman  Рік тому +1

      Yes, that's right, you set the state, but you create the state to set in the sprite editor!

    • @RobertDoman
      @RobertDoman  Рік тому +1

      Sorry, rephrase: the event you are looking for should be found if you type in State, but you need to set up the state in the sprite editor to find the exact wording you said you couldn't find

  • @galaxystargraph
    @galaxystargraph 2 роки тому

    Download?

  • @PEDROMIGUEL74781
    @PEDROMIGUEL74781 3 роки тому +1

    hey friend you make gb studio tutorials on how to make a run n gun style game

    • @RobertDoman
      @RobertDoman  3 роки тому +1

      Great idea, maybe soon!

    • @PEDROMIGUEL74781
      @PEDROMIGUEL74781 3 роки тому +1

      @@RobertDoman i am creating cuphead for game boy: ua-cam.com/video/qxrTOYA_sXg/v-deo.html

  • @gottafindacoolname
    @gottafindacoolname 2 роки тому +1

    Us Zelda fans hurt a little every time you call him “a zelda character”… its Link 😅 otherwise GREAT VIDEO!

    • @RobertDoman
      @RobertDoman  2 роки тому

      Haha of course, I should say 'a character from the Zelda series', I'll never say Link hahaha

    • @gottafindacoolname
      @gottafindacoolname 2 роки тому +1

      @@RobertDoman if you start calling him Link, I will subscribe ❤

    • @RobertDoman
      @RobertDoman  2 роки тому

      @@gottafindacoolname I'm sure I've called him Link at least once haha

  • @maiworld_
    @maiworld_ 3 роки тому +1

    flamesssssssssss

  • @nolan5813
    @nolan5813 Рік тому +1

    followed your instructions to the fucking t. Nothing is working correctly...

    • @RobertDoman
      @RobertDoman  Рік тому

      It is important you understand why I'm doing what I'm doing, things change each version, but the concepts stay the same
      What exactly doesn't work? Displaying sprites, moving, enemies? When does it start going wrong?

  • @zyxyuv1650
    @zyxyuv1650 2 роки тому +2

    Editing all these lame dialog boxes is way more annoying than writing code.

  • @jozinzbazin3818
    @jozinzbazin3818 10 місяців тому

    Dobrze by było jak by powstał manic miner ale taki jak na zx spectrum