Thanks for taking a look at my 'game' (Transmissions) in your video! It's nice to see that the concept kinda 'clicked', wasn't sure how it would come across at first. It's also really cool to see Bad Dad and others giving attention to non-game creations with GB Studio. More people seeing the potential for that tool, besides for making RPG's and shoot-em-ups.
The past year I’ve been doing some on and off work of making drawings of my characters and putting them in GBStudio. It makes me happy seeing other kinds of gameboy projects like this! I gotta check them out sometime!
The art aspect is also the main thing in the so called demoscene. Mainly focused on video an music production on old computer systems. There are a few Game Boy demos made in the past, but it's not really something you would usually want to do with GB Studio. I made a some music releases in the past (also the one shown in the video *thank you) and I'm currently working on some bigger art project that will be presented soon.
I kind of like the idea of the GB as a graphic novel or a straight up ebook on a cart. I'm joining a Kaiju themes Game Jam in a few days on Itch. I kind of wish I had time to do a full blown comic book for it now, but the art would take to long, even if I had a plot and script in mind.
Really enjoyed your take on what GB Studio can be used for and the way you've expressed it, it very much aligns with how I see these things too! Food for thought: I found the Van Gogh game interesting because it chose an artist whose work is so focused on textures-- it's nearly impossible to reproduce that at a small scale as you've mentioned, so it feels more like you're looking at a thumbnail, something that's only meant to go as far as making you remember the original piece rather than reproduce the specific artstyle, and it ends up achieving its goal of being a gallery in an indirect way, through making you think of the original painting?
Very true, I am not particularly familiar with most of the images I saw, but I appreciate the description they included in order for me to learn something from it
4:06 I remember seeing someone discussing the concept of making a text-and-background-only visual novel in GB Studio that doesn't feature any choices, something like Twine games or Radical Dreamers. Is my GB dating sim not considered an artcart? 😏 It's like a cutscene gallery you browse at your own pace...I think it should go in the MoMA 😆.
i am currently working on a full length lsdj release and i love the idea of releasing a version of it in a cartridge, with accompanying graphics and such! atm i don’t have the know how of getting lsdj songs into a gb rom, so i would just re-write the songs in another tracker that can export mod files so in the end it would be a bit of a different version but i just find it so cool!
There is a devkit available for the use with LSDJ. Otherwise, I'd recommend go with uge format instead of mod. Cause you will have a few more options. Still not like LSDJ though.
Seeing the GB fiction idea reminded me of a question: I played around with GB studio a while back but never found a good way to compose text (in backgrounds, not dialogue boxes) without laboriously hand-typesetting pixel by pixel or copy/pasting each letter. Photoshop type tools never worked for me at such low resolutions. Is there a simple way to compose and format pixel text screens using GB Studio or Tiled or something?
I think Tiled would cut out some of the labour for sure, but ultimately it will still require you to write out every line yourself We would definitely need a tool to write text onto the background to enable easy updates and spell checking
@@PhilipHunt I've seen tutorials to do it in aseprite, haven't tried libresprite. That'll probably be where I start, but either way it doesn't end up easily editable in Tiled or GB Studio, which would be ideal for text-heavy games
@@zachreddy No, you're right. Text as part of the background is part of the image and is labour intensive. For me that's the pleasure and challenge in it.
Thanks for taking a look at my 'game' (Transmissions) in your video! It's nice to see that the concept kinda 'clicked', wasn't sure how it would come across at first. It's also really cool to see Bad Dad and others giving attention to non-game creations with GB Studio. More people seeing the potential for that tool, besides for making RPG's and shoot-em-ups.
Definitely, I love the creativity!
Very cool! Gets the creative juices flowing
The past year I’ve been doing some on and off work of making drawings of my characters and putting them in GBStudio. It makes me happy seeing other kinds of gameboy projects like this! I gotta check them out sometime!
The art aspect is also the main thing in the so called demoscene. Mainly focused on video an music production on old computer systems.
There are a few Game Boy demos made in the past, but it's not really something you would usually want to do with GB Studio.
I made a some music releases in the past (also the one shown in the video *thank you) and I'm currently working on some bigger art project that will be presented soon.
Logo mode has been great for high detail images and you dont have to worry about the unique tile limit
That's awesome! I haven't tried it out let!
I kind of like the idea of the GB as a graphic novel or a straight up ebook on a cart.
I'm joining a Kaiju themes Game Jam in a few days on Itch. I kind of wish I had time to do a full blown comic book for it now, but the art would take to long, even if I had a plot and script in mind.
I agree! Very unique use of a cart, would be really cool!
I think deertears made some visual novel thing for Game Boy recently! :)
Really enjoyed your take on what GB Studio can be used for and the way you've expressed it, it very much aligns with how I see these things too!
Food for thought: I found the Van Gogh game interesting because it chose an artist whose work is so focused on textures-- it's nearly impossible to reproduce that at a small scale as you've mentioned, so it feels more like you're looking at a thumbnail, something that's only meant to go as far as making you remember the original piece rather than reproduce the specific artstyle, and it ends up achieving its goal of being a gallery in an indirect way, through making you think of the original painting?
Very true, I am not particularly familiar with most of the images I saw, but I appreciate the description they included in order for me to learn something from it
Great video Robert, very inspiring!
4:06 I remember seeing someone discussing the concept of making a text-and-background-only visual novel in GB Studio that doesn't feature any choices, something like Twine games or Radical Dreamers.
Is my GB dating sim not considered an artcart? 😏 It's like a cutscene gallery you browse at your own pace...I think it should go in the MoMA 😆.
I have been working on some stuff along these lines as well. Got a few things coming
I would love to see it when it's done!
Me too (bad dad)
i am currently working on a full length lsdj release and i love the idea of releasing a version of it in a cartridge, with accompanying graphics and such! atm i don’t have the know how of getting lsdj songs into a gb rom, so i would just re-write the songs in another tracker that can export mod files so in the end it would be a bit of a different version but i just find it so cool!
There is a devkit available for the use with LSDJ.
Otherwise, I'd recommend go with uge format instead of mod. Cause you will have a few more options.
Still not like LSDJ though.
Definitely do some research into it! It's so cool to see how creative people can be!
If you release it on itch, I'll put it in my collection for sure!
I'm actually creating an abridgement of Macbeth in GB Studio. I haven't touched it in MONTHS, tho.
Wow, get in touch, I've been working on Hamlet!
i once made a demake of the "big smoke" cutcene from gta sa
Very creative! I love that
Seeing the GB fiction idea reminded me of a question: I played around with GB studio a while back but never found a good way to compose text (in backgrounds, not dialogue boxes) without laboriously hand-typesetting pixel by pixel or copy/pasting each letter. Photoshop type tools never worked for me at such low resolutions. Is there a simple way to compose and format pixel text screens using GB Studio or Tiled or something?
I think Tiled would cut out some of the labour for sure, but ultimately it will still require you to write out every line yourself
We would definitely need a tool to write text onto the background to enable easy updates and spell checking
Use libresprite or Asprite and use text function. I use GIMP which works quite well then clean up the text in libresprite.
@@PhilipHunt I've seen tutorials to do it in aseprite, haven't tried libresprite. That'll probably be where I start, but either way it doesn't end up easily editable in Tiled or GB Studio, which would be ideal for text-heavy games
@@zachreddy No, you're right. Text as part of the background is part of the image and is labour intensive. For me that's the pleasure and challenge in it.
Can you do a tutorial for wall climbing please for a platformer :)
Wall climbing like ladders?
@@RobertDoman like in super mario bros when you can jump off walls.
@@CaseyAtkins0 ah I see! I haven't done that before, but it would be a great tutorial
@@RobertDoman your tutorials have been super helpful so I would really appreciate it!