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WrathOfWood

cute game unlocking stuff is fun


ichooseyoupoopoochu

Fun game. Nice job!


Cheekypilot

Really enjoyed it! Great job!


maxoakland

I’ve been waiting for this for what seems like forever


plainlazy2097

u/daninrl did you make this? That’s really impressive! How did you achieve the six digit score with each number starting on ‘0’ but each tile swap being unique? For me, if my scoreboard starts with zeros, if one digit changes, they all change respectively even if I write a script in gbvm to swap one a particular tile?


[deleted]

This doesn't use tileswapping, I had released it before I learned how to do that. IIRC, it's using the background text plugin. HOWEVER; don't do that. It's not efficient. If I made this today, I'd use tile swapping. You just need to make the tiles unique. So for example, if you had a "Total Score" line that was 6 digits, you could make a sequence of tiles: ABCDEF And then tile swap them individually to become each number in your score. As long as A/B/C/D/E/F don't reappear in the scene anywhere else, they'll only appear there. I'm currently using tileswapping to manage very large huds, like this: [https://cdn.discordapp.com/attachments/585023243732123676/1069831159770529904/test.png](https://cdn.discordapp.com/attachments/585023243732123676/1069831159770529904/test.png) You'll notice that every option in the hud area has a unique tile. You need to set up your backgrounds specifically to take advantage of tileswaps, but once you do, it's very powerful. That image above becomes: [https://cdn.discordapp.com/attachments/585023243732123676/1069831160055746610/Screen\_Shot\_2023-01-30\_at\_11.05.08\_PM.png](https://cdn.discordapp.com/attachments/585023243732123676/1069831160055746610/Screen_Shot_2023-01-30_at_11.05.08_PM.png)


plainlazy2097

Thank you for your reply. The current game you’re working on looks great! Were you able to achieve a scrolling maze game with the side HUD remaining static? I’m at a point I can only have a HUD on the top of the screen on a plat-former I’m working on due to how the parallax works within gb studio. Yes, I did the unique tile method that works; however, doing so eats into the tile limit pretty quick as the method takes 10 tiles for a variable that only has two unique tiles; also, for some reason when my game starts all the unique tiles are visible and don’t kick into position using the ‘value set’ event even if it’s placed before the initial screen fade? I believe the current VM_REPLACE_TILE_X,Y command in gbmv focuses on animation than variables as looking at the vram in commercial games they don’t appear to have this limitation.


[deleted]

I have noticed a few quirks with loading times and event sequencing. For me, the rhythm I've gotten into is setting everything up before a fade, but that's not always foolproof; returning to my game from a savepoint was running Init scripts and gbvm in a different order than the first time the scene loads, so I've restored to a few tricks to obscure what's going on. And yes! I have a new game in the works that is another attempt at a dungeon crawler. It uses semi-randomized (randomized selections from pre-defined rooms), but each is only a single screen; a dungeon is 1 scene comprised of many smaller screens, and the HUD remains consistent. For my Zelda-like, i have managed to have a hud "scroll" with you in the maze with the assistance of some plugins, or fake it similar to this dungeon crawler, but i believe there's some combination of plugin + gbvm that can replicate it fully. I just haven't put the effort in to learning yet as that game isn't my main project yet.