#Mighty METALHEAD!
1072 messages Β· Page 2 of 2 (latest)
That's a lot! Hp and magic in the same actor?
Yes, one for hp and metak and the other one for the quiped spells and the beer/string counter. They overlap a couple of pixels to make it look better.
And less apparent that it's 2.
Cool
How many enemy actors can you have on screen using this method?
This is not moving nor having any animation or on update scripts, so it doesn't hinder performance in that regard. It's just a pinned actor that I make him do it's thing after being hit, I use magic, etc.
You can have as many actors (enemies or whatever) as you want in screen as long as you don't go over the 38 sprite tile on screen limit and it won't really hinder performance.
The problem is not the quantity of actors but the quantity of on update scripts those actors have running on parallel, and the fact that the "move to" event takes a lot from the cpu (the reason why in enemies the slowdown it's so apparent).
But playing a bit, if some of your enemies don't move (maybe they shoot or whatever), or you sync the ones that move to not do it all at once, and tricks like that you can have a bunch of enemies on screen without hindering performance.
That's an insightful reply. Thank you. We have made some great progress in our game and minimizing the on update scripts, using wait, and disabling them has help conserve resources and reduce lag.
Always impressed with the caliber of work you produce and you've help set the bar of possibility. I like how this came out and its confirmed the flexibility a pinned actor can have if we'll organized!
Thanks man!
So I made him slide while turning if running fast enough.
It took me about 2 hours to make the sprites and make it work.
then I thought that if you can run looking up you should be able to slide looking up. And I spent almost 4 hours to make that work properly without glitches etc. π
Looking up is being by far the most difficult part to seamlessly implement with the sheet change, it causing me a lot of troubles and difficulties and breakign stuff that i dont even realize until days later when its to alte to remember why that was, draging the development down a lot.
And it ads nothing, literally, just to show you that you can uppercut, which you already know because you are pressing up π€£ .
I freaking love needlessly wasting my time by the truckload apparently.
Worst part is, I love it and I still think it was totally worth it. π€£
final HUD this time for real for real I swear π
i am pretty sure it must look like a guitar!
currently it looks more like the sword which cool, but not that cool as the guitar he carries
Hahaha. actually I tried but it wasn't able to make it look both good and clear with the limitations I have (5 sprite tiles in a row max) . Also I think that the metallic dashboard thing I have going on looks cool as a theme to keep in the hud, menus and such to give consistency.
Blood and metal everywhere!
I pledge you my sword
And to no man I kneel
Ours is the kingdom of steel
High and Mighty alone we are kings! haha
So ive been improving all the hitboxes of the attacks. Thanks to @winged creek tutorial on changin projectiles on load time, now we have a new perfectly fitting hitbox for every single of Mighty's attacks. They feel so nice now! And only takes 2 projectiles from the scene, 1 for the attacks and another one for the particle effects (which I also intendo to change on the fly)
At this point I've borderline redone the whole character in the last couple of weeks, but he does feel nicer every day
Where is this magical tutorial?
GB Studio guides and resources from me https://gbstudiolab.neocities.org/
My Twitter for everything GB Studio https://twitter.com/shintendoYT
This video is a tutorial on how to load projectiles at runtime in GB Studio 3, which allows you to bypass the unique projectile limit. This is an advanced tutorial that requires engine editing and GBVM. I...
There you go.
It's pretty easy to follow actually. It worked perfectly first time for me on the empty project trial. A bit more to make it work but nothing hard on the actual project with al the stuff going on.
Just don't put it into custom script. In my game at least it didn't like it at all (it totally crashed every time). It took me a while to realize what it was π
Thank you! Definitely checking this one out. If not in a custom script, how do you get your character in different scenes?
I do it with custom scripts also but if some parts don't work properly on custom scripts (like this, or nesting custom scripts into custom scripts) I just organize it so those few parts are between the custom scripts
And have them in every scene
Beggers can't be choosers I guess π€£.
You can try it regardless, it might work for you.
I get it, gotta be creative. I have special abilities in custom scripts that toggle on or off depending on player choice. I'll see how this works
Good luck!
I reworked my hud after I saw you post about yours. I went with 3 actors but now I think I need to scale it back. It's the little things
Constantly tweaking and adjusting. One great update seems to affect sometime else all the time
Me too. Just to make sure, the "beetween" didn't necesrailly mean literally. I might have also some ifs or whatever that I am forced to not have them in custom scripts so the other stuff works. I'm fact I have most of the ifs outside. And use the custom scripts for "the groups" of things I do. The attack, crouching, or whatever
Like in an "exam outline" to explain it somehow π
The contest are nested, but the outline of where to go is in every scene
That makes a lot of sense. You can group events, name them, then use switch, loops, etc, and move them around into the right area. Then copy between scenes. It's a pain when you think you nailed it, copy it to all your scenes and have to rework later, lol
If you need any help don't hesitate to ask
Can you help with pausing time, so I can work on my game instead of going to work? 
Lol, that's always my problem. I enjoy problem solving and working on it. Everyone is like, WTF are you doing? "I'm building a Game Boy masterpiece, leave me alone please." π€£
I wonder if you call the custom script on init on every scene first if you could get that to work in a custom script... There goes my weekend π
No, not with that one π€£
well, we have quite a beefy update today.
I've been workign hard on gamefeel and we have quite a robust combat system for a GB game.
It's somewhere beetween a platform fighter and a beat em up.
-Some moves cancel others.
-Some moves buffer after certain ones.
-Some require precise timing.
-Implemented a combo system that only triggers when you hit the enemy.
-Ironed out every sheetchange glitch I found related to all the transitiosn beetween this moves.
The combo system is also already prepared to easilly fit in new attacks and make new combos. I am right now working on a few more attack animations so you can combo chain low, medium and high attacks (not just the meium as I have iot now).
And IMO overall it just feels super nice and snappy, I am really happy with it!
If I take out the crouch and throw this into adventure mode I actually have a solid beat em up engine, xD. I might think about adding a couple special levels in that way...
The game itself will have some more platforming oriented sections and others more fighting oriented. And the moves are thought to be usefull in both "modes". The dashkick that let you close the gap beetween enemies also moves blocks, the elbowdrop breaks blocks, the slide lets you go throw tight spaces, etc...
is the whole game made in gb studio? :0 im kinda curious βΊοΈ
and i assume it wont have dmg support right? :3
yes it is, I have 0 programming knowledge. Shin's projectile thign si the only GBVM I am using, I am afraid of breaking everything if I venture to much into it just following tutorials, not underestanding anything π
no, no it wont. It would run at like 20fps, xD.
thats a huge inspiration considering i wanna make games but also have no idea how to code, thank u! :DDDD
A few new attacks (there are more) for the combo system. It might be a waste of time but man, I am having fun doing this part xD. And it's turnign out pretty well IMO.
That very first animation should be used to crash the evil walking amplifiers or sound monitors.
I am going to use some haunted/possessed objects as enemies, I could deffinitelly think about that π€£
At some point you should stop constantly adding that awesomness. We need that game!!!! π
actually you couldnt be more right xD. And I dont say it in a fake humbly way, but trully, if I dont put limits to myself this is going to take 5+ years. And avoiding that was the whole point of using GBStudio. But I have promised to myself, that once the combo system is fully done he is compleated and I am adding nothing else to him. The combo system itself is taking me a bit because to be honest, for whatever reason I am finding specially fun both making it and makign this
Cool
hi! hope you did not stop working on this. π
saw this on twitter, but that not nearly as cool as mighty metalhead: https://x.com/DoubleWhammy_sg/status/1862271872072917143
up
π
how the hell can i do a parallax like that?
I would guess that the lampposts are actors (made of sprites, not in the background), that way the lampposts are alligned with the bottom-most layer of parrallax.
The sun seems to be a pinned actor with its sprite tiles having "Display Behind Background Layer" properties
The background seems to be comprised of three parallax layers. The layers are set up very nicely along the grid so that it looks seemless (bottom layer is the bridge, middle layer is the trees, top layer is the mountains)
The sunlight and lightning effects also seem to be sprite-based
mmm... intresting
i'l put a thing like that in my megaman game!
Howdy
Hopefully this gets kicked off again! One of my favourite projects, but I assume it's waiting for Platformer Plus to be integrated into the main build.