Was just working with this yesterday so excellent timing. Always grateful to have someone dedicate the time to go over these things for the rest of us. Thank you!!
Thanks for another great video brother. Would love to see a video on the submap overlay GBVM function - Swapping whole sections of the BG onto an overlay with tile swapping. Can’t get my head around this function yet!
Hello Robert, I was wondering how can you implement a time/score/health points system? I mean graphically, if I want to have a maximum of 999 on screen do I need 3 actors and change each actor sprite from 0 to 9? Or there is an easier way?
The tile sawpping would be a great way, as you don't use any actors! But it would require the scene to be static or no bigger than the minimum screen size. Unless you were to display it all in a start screen or between levels Hope that helps!
I would say so, yes! You just have to put the sprites onto the background image that you are using to swap tiles from. The main problem I would foresee with the Tetris example is if you needed them to be specific colors, so I might keep the game in just 4 colours, I'm not sure if we can update the tile palette from scripts. Secondly collision, I don't think we can update the tile collision from the GBVM scripts yet either (I'm hopefully wrong but haven't looked into either!) Hope this helps!
Hey Robert, I didn't get the part on how to declare the Tile is going to be changed in the Background Scene (the VAR_A1,A7,B3... etc in your script). Could you elaborate for your non-programmers friends? :P
It's quite complicated, but basically, I named all the global variables to A1 to J10 for example Then I can use those variables to store information on what should be displayed there The number I store there can equate to the tile on the reference background image that we will update the tiles from So 0 will be blank for example So when we use the replace tile script in GBVM code, the VAR means variable, and the A1 code is referencing the global variable we set up earlier, the 'tile_attribute' part of the code is making sure we use the correct background image that we set up to use before Let me know if that helps
@@RobertDoman I'm working on a action platformer/metroidvania, so that is basically just to show the room the player is in, and the other rooms he visited. Like in Castlevania
Hey Robert, thanks for your hard work. I want to know how to input text, for like naming the playable character. Also I want to know how to make multiple save files like in Zelda. Can you please make videos on them.
I don't know how to input text like that, there may be a plugin but it isn't in the current version To make multiple saves, just ask the player which slot to save in, there is a save event that lets you pick between 3 slots But I can try to make a video on that since it's quite complicated
Was just working with this yesterday so excellent timing. Always grateful to have someone dedicate the time to go over these things for the rest of us. Thank you!!
Thanks for another great video brother. Would love to see a video on the submap overlay GBVM function - Swapping whole sections of the BG onto an overlay with tile swapping. Can’t get my head around this function yet!
I agree, I would also love to do this
I'll definitely make a video when I figure it out
Hello Robert, I was wondering how can you implement a time/score/health points system? I mean graphically, if I want to have a maximum of 999 on screen do I need 3 actors and change each actor sprite from 0 to 9? Or there is an easier way?
The tile sawpping would be a great way, as you don't use any actors!
But it would require the scene to be static or no bigger than the minimum screen size. Unless you were to display it all in a start screen or between levels
Hope that helps!
Is it possible to turn sprites into background tiles just like Tetris?
I would say so, yes! You just have to put the sprites onto the background image that you are using to swap tiles from.
The main problem I would foresee with the Tetris example is if you needed them to be specific colors, so I might keep the game in just 4 colours, I'm not sure if we can update the tile palette from scripts. Secondly collision, I don't think we can update the tile collision from the GBVM scripts yet either (I'm hopefully wrong but haven't looked into either!)
Hope this helps!
i can publish games build in gbstudio on steam or epic games store?
I believe so, but it's not as simple as exporting a web game or GB file is, there maybe a tutorial on GB Studio Central about it though
Hey Robert, I didn't get the part on how to declare the Tile is going to be changed in the Background Scene (the VAR_A1,A7,B3... etc in your script). Could you elaborate for your non-programmers friends? :P
It's quite complicated, but basically, I named all the global variables to A1 to J10 for example
Then I can use those variables to store information on what should be displayed there
The number I store there can equate to the tile on the reference background image that we will update the tiles from
So 0 will be blank for example
So when we use the replace tile script in GBVM code, the VAR means variable, and the A1 code is referencing the global variable we set up earlier, the 'tile_attribute' part of the code is making sure we use the correct background image that we set up to use before
Let me know if that helps
I need to make a dungeon map in the menu of my game... Could I make it using tile swapping or there's a better way to make it?
I don't know what foundation you're working from, why do you think you'd need tile swapping?
@@RobertDoman I'm working on a action platformer/metroidvania, so that is basically just to show the room the player is in, and the other rooms he visited. Like in Castlevania
@@RobertDoman I was thinking about tile swapping because trying an approach with actors could result in a lot of actors in a scene
@@felipezymor9970 that definitely might be worth it then! It is up to you if you think it will be worth a try at least
@@RobertDoman nice, I'll try it out... Thanks in advance!
Although i like straight using GBDK, these kind of updates make me want to switch over to the no-code route.
I think different games require different engines, so GB Studio might be worth it in some cases. No need to switch over completely!
@@RobertDoman That is entirely true. It was worth it learning GBDK. But sometimes no-code will suffice or certain projects.
Hey Robert, thanks for your hard work.
I want to know how to input text, for like naming the playable character.
Also I want to know how to make multiple save files like in Zelda.
Can you please make videos on them.
I don't know how to input text like that, there may be a plugin but it isn't in the current version
To make multiple saves, just ask the player which slot to save in, there is a save event that lets you pick between 3 slots
But I can try to make a video on that since it's quite complicated
can you hit that ? block so the player will count how many apples?
I don't understand what you mean, can you timestamp the part of the video you're referring to?
@@RobertDoman I think there's super mario land 2 on the game boy that you should watch on youtube if see what really does to this ? Block OK?
@@Sammy2022Studios I know Mario and the question mark block, but I don't know why you're talking about it
@@RobertDoman Thank YOU!
Well if we hit the block it could swap titles OK?
If only tile-swapping can be done in a way so that it swaps at shorter intervals without risk of visual lag
Yeah I agree, in my games I tend to do it before the scene fades in do you can't see it
@@RobertDoman I am referring to 15+ swaps per second, rather than the 4 we get with timer scripts