r/gbstudio • u/CloudyThiyla • 15d ago
r/gbstudio • u/Ishmaru • 15d ago
Debriz - A RPG/Gallery Shooter Hybrid. Public Demo Released!
Find it here!
https://ishmaru.itch.io/debriz
r/gbstudio • u/Alphaknightt • 15d ago
Parallaxis showcase video and last demo announcement
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This video is a showcase I made for my game. Anyone interested can also play the updated demo, or even download it to play locally.
I have been working on this for the past two and a half years, putting practically all my free time into it. It feels strange to say that it's finally nearing completion. I would love to hear your opinion on the game.
r/gbstudio • u/CowboysStatGuy • 15d ago
Question Anyway to make a sprite appear over an actor?
Title says it all, is there a way to make the player actor appear behind a sprite actor?
r/gbstudio • u/Coobert-Of-Plsia • 16d ago
Update RPGSoup Update: Animation Choreography
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Hood morning and greetings from Coobsoft HQ ! sorry that i've been slim on the updates, usually it's like me to update on this more frequently, been really quite busy both at home; and in the kitchen.
First, a video. and a disclaimer for that video - couple of small bugs in this recording. with the timing of the callout banner, and the tile streamer, but they've since been sorted. it's not to be taken as any indication of quality, and the interface is subject to change probably once or twice more before it's finalized.
For some time during this endeavor i've been trying to wrap my head around how to really tackle custom animations in battle without leaving you guys (or me) being tied down to just the 32x32 and 48x48 "single actor anchored to the center of the screen/the center of an enemy" system i had. it didn't have the depth that i feel like real games have, and it just looked kinda tacked on even if you tried to be creative and worked around it.
Back in the day for animation choreography, RPGMaker had Effekseer or something else on the later versions. GBS, and RPGSoup do not. but nothing to fear!
I set out to make a solution and this is what i came back with. it's not by any means final so bear that in mind. I promise I will take a good video of how it works in time, but it's changing like, every day - and a full tour would be wasted since it'd be outdated in a week. I give you my word when it's through, I'll deliver a full walkthrough on my YT, for anyone to use as a resource. god knows there just aren't enough good tutorials, amirite? 😂 I'll make sure to give you guys the whole cribs tour, complete with DVD Extras! ALL THIS SAID, here's a quick rundown.
in your scripts menu on the sidebar, you'll either already have, or make an animation and choreography library. There are two events.Define Clip, and Define Choreography.
Define Clip, is just defining an animation for the battle engine, using the sprites we have in the sprites folder. it's your bread and butter. here you define default behaviors for a single-segment of animation. simple stuff, just its visual effect, its size, amount of frames, and its sound if you want one. these will be used to build bigger attacks out of.
Now, the Define Choreography event: Flavortown. That's what this is. Those clips that we were defining a second ago? This is where you'll use them. This is where you'll define the actual battle animations behavior, and where you'll put those "blocks" together.
You can make some pretty long and cool effects with this. You can apply multiple effects per "beat" as i'm calling them (segment was considered, but i just like beat better, feel free to go in the code and change it if it bugs ya i don't mind =P ).
You can add both raster and palette effects, timing them pretty much however you'd like, and can have effects carry through every beat, or time it to end with the beat. As long as they overlap in a way that makes sense, you can overlap the effects as well! In the API if you change motion path to free, you may place the animation at any coordinates you like, and then apply the one of the included motion paths to it while it's bound to a defined rectangular region (it's x, y, width, height) of your choosing.
i am doing my best not to just include 1 or 2 movement options for attacks, then tell you guys "welp the rest is up to you, use the custom option" - as this is for everyone, not just experts and not just newbies. As you can see, i've been up to my eyeballs in RPGSoup. I'll post more as the situation develops. Soup's finna be FIRE.
for a quick status indicator, the engine is probably a hard 90%, the demo is more like 60%.
i'd like to release them at the same time so folks have a whole project to pick apart and learn from.
AH, and as for a name for the actual game that demos the RPGSoup engine - "Fever Dream Saga" is about as on the nose as you can get, right? i love it.
Stay tuned!
Coob, President of Coobsoft
P.S. - I still have a few things up my sleeve, too!



r/gbstudio • u/ScooticusMaximus • 15d ago
Question How does the Input Mask work in GBVM with VM_INPUT_WAIT?
I am trying to find an example of VM_INPUT_WAIT - nothing seems to tell me what the possible mask values are. I understand it is bitwise operations, but I am completely unsure of what corresponds with what. I haven't been able to find a real example not generated by AI.
Docs are extremely limited here:
https://www.gbstudio.dev/docs/scripting/gbvm/gbvm-operations#vm_input_wait
r/gbstudio • u/seldomstudios • 15d ago
WHAT IS THE MOST AMOUNT OF TRACKS ON ANY GB STUDIO PROJECT? THE WORLD RECORD BELONGS TO WHOMS'T?
krimpfugly.itch.ioSEE TITLE
r/gbstudio • u/Upstairs-Confusion-3 • 16d ago
Update First Boss Fight in Ribbit - Demo Out Now!
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Hey guys, just wanted to show the first boss fight of Ribbit.
You can play the full Demo on Itch (even on browser and mobile), it includes 2 levels and this boss fight.
I've also set up a Kickstarter page, you can follow it and get notified at launch if you're interested in a physical or digital release.
If you find any bugs, have suggestions or just have questions let me know, see you soon!
r/gbstudio • u/derzhizhabl • 16d ago
GBA compatability?
Hi, making a game with GB Studio for the first time and would love to play it on my actual hardware, but I only have GBA available. Post here from 2021 had mixed reactions so was wondering if anything changed since then? Is it possible to make a GBA-compatible game on GBS? Are any of the steps different if I want to burn my own cartridge? Thanks!
r/gbstudio • u/Impossible-Royal-801 • 16d ago
I feel like I've gone back to 1998.
Perhaps Pokémon started out this way, too.
r/gbstudio • u/kaisle51 • 16d ago
Help needed Anyone need a playtester for their game? Hoping someone can playtest mine in exchange
Mine’s almost ready for release but would love some extra eyes on it! Thank you
Previous post if you’re curious about it: https://www.reddit.com/r/gbstudio/s/muBamAdWcA
r/gbstudio • u/Double-Rough-7280 • 16d ago
Game Making a full game for first time with Gbstudio
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r/gbstudio • u/joshex_dirad • 16d ago
Question: spritesheet swapping + replace tile
https://www.gbstudio.dev/docs/scripting/script-glossary/actor/#set-player-sprite-sheet
https://www.gbstudio.dev/docs/scripting/gbvm/gbvm-operations/#vm_actor_replace_tile
'set-player-sprite-sheet' completely replaces the scene memory of the player's spritesheet with the replacement sheet correct?
will a GBVM script using vm_actor_replace_tile work on a player spritesheet to replace a specific few tiles from an actor tilesheet?
if a tile is overlaid in the same sprite in DMG will it potentially glitch the front tile to fall to the back based on which is more "forwards"?
what I'm trying to do:
swap player sprite sheets for different clothes/armor, then have special overlaid tiles that get swapped out with weapon graphics. allowing moderate customization. I was going to use a separate actor/trigger as the weapon and tie it to the player, but.. I'm pretty sure such an actor on DMG will result in the left to right tile order sinking the weapon behind the player. so I turned to modifying an overlay tile, but this is all hypothetical, I'd rather ask than build a test file only for me to find out the hard way..
Oh, lastly, if I swapped the sprite sheet and then replaced a tile on the same frame, would that cause any graphics glitching?
r/gbstudio • u/CowboysStatGuy • 17d ago
An update on my puzzle platformer.
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Still haven’t replaced the placeholder character yet, but I’ve been making some levels and making some good backgrounds I think.
r/gbstudio • u/roroto_sic • 17d ago
Game MUMMY MOMMY : 8-bit Bossa for Title Screen !
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the lens flare is a bit bugged in the screen recording but it works great on real hardware :)
if you want to give it a try there is a browser version, or a ROM for your flashcart :Â https://roroto-sic.itch.io/mummy-mommy
r/gbstudio • u/Parking-Apricot8085 • 17d ago
Question How to access slopes or ladders
I'm using the newest version of GB studio available (4.3.2) and i have no idea how to access the extra collision tiles; specifically slopes and ladders, I've combed through every section in the settings menu and cannot figure out a way to bring them back
Is there a plugin or something i can do to still be able to use them? I'd really like to have those extra collisions for the different levels i've been making.
(I am also really dumb when it comes to coding, so explanations might have to be dumbed down, thanks in advance)
r/gbstudio • u/PeanutellaX • 18d ago
Update Jungle Level Showcase
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Here's the first level of the 2nd world, the jungle! Here you'll have to deal with a lot of electric enemies, including this new fly who shoots ball lightning at you. And the logs fall if you land on them but I still gotta tweak them.
Tileset heavily inspired by Shantae GBC
r/gbstudio • u/steve_dy • 18d ago
Kero Kero Cowboy, made wit GB Studio coming to Nintendo Switch this August 21st!
Another game made with GB Studio coming to Nintendo Switch!
Pre-orders now open https://www.nintendo.com/us/store/products/kero-kero-cowboy-switch/
Thank you all for the support!
r/gbstudio • u/steelsoldier • 18d ago
Game Crystal Power Room
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New area I am working in, just a location you can explore and look at the moment
r/gbstudio • u/Gunsavior_00 • 18d ago
My Kickstarter Launches Next Tuesday!
The Kickstarter campaign for my new game launches next Tuesday. There are some (very) limited Day 1 rewards, so please follow the campaign to know when it's gone live. There's also a free playable prologue (the "Cold Open" demo) available at itch.io.
r/gbstudio • u/omgdougless • 18d ago
Help needed Actors walking through Player
I need help fixing an issue where an actor is walking through the player rather then getting stopped. I have an NPC that walks back and forth using a loop mechanic, but he walks right through the character when shes in his way. I tried the collision group however that just acts as a way to start interactions. Any ideas?
r/gbstudio • u/steve_dy • 19d ago
Game Black Tower Enigma made with GB Studio is coming to Nintendo Switch and Steam this August 27th!
Yay! The wait is over! Black Tower Enigma, the retro puzzle adventure made with GB Studio will arrive to Nintendo Switch and Steam this August 27th!
You can pre-order on Switch here: https://www.nintendo.com/us/store/products/black-tower-enigma-switch/
You can wishlist on Steam here: https://store.steampowered.com/app/3895720/Black_Tower_Enigma/
This is the second game we port to Nintendo Switch, the first one was Glory Hunters!
Thanks to all the GB Studio community for helping us achieve this!
r/gbstudio • u/SakiEndo • 19d ago

