GB Studio 4 Inventory Menu with Replace Tile Function!

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  • เผยแพร่เมื่อ 29 ก.ย. 2024
  • Let's use the new Replace Tile At Position function in GB Studio 4 to make an inventory menu for our Game Boy game!
    #gbstudio #gamedevelopment #gameboy #inventory #tileswap

ความคิดเห็น • 26

  • @TarnkappenToast
    @TarnkappenToast 2 หลายเดือนก่อน +1

    That's exactly what I looked for! Thank you!

  • @Graywyck
    @Graywyck 2 หลายเดือนก่อน +1

    Thanks for the tutorial. Have you ever considered trying to make a tutorial on how to make a top-down platformer in GB Studio?

    • @codepetersen
      @codepetersen  2 หลายเดือนก่อน

      @@Graywyck I'll sure look into that and add it to the list! Thank you for watching and the suggestion!

    • @Graywyck
      @Graywyck 2 หลายเดือนก่อน +1

      @@codepetersen Thank you, I was thinking of something in the style of Gremlins 2: The New Batch for the NES. I imagine simulating a "jump" would be fairly straightforward, but it would also be necessary for the player to be able to bypass obstacles that would normally harm them and to be able to jump anytime and anywhere.

    • @codepetersen
      @codepetersen  2 หลายเดือนก่อน +1

      @Graywyck great idea!

  • @ChunkySteveo
    @ChunkySteveo 2 หลายเดือนก่อน +2

    When you get to more than one scene to press Start on, use event 'Store Current Scene On Stack' and 'Restore Previous Scene From Stack' to save your current scene and restore back to it on your 'menu close'.
    Great tutorial as always!

    • @codepetersen
      @codepetersen  2 หลายเดือนก่อน +1

      @@ChunkySteveo thank you!!

  • @luxbut
    @luxbut วันที่ผ่านมา +1

    I have another question for you… when I return from the game menu the scene starts from the beginning, is there a way to resume the scene as it was before the menu? I hope I explained myself well.

    • @codepetersen
      @codepetersen  วันที่ผ่านมา +1

      @@luxbut Yes!! Before you leave the screen you need to set a global variable to actor x position and one for y position, then on init move actor x and y position to those variables. If that makes sense. I can certainly make a video for that!

    • @luxbut
      @luxbut วันที่ผ่านมา +1

      @@codepetersen Maybe a video is better :) ... the actor holds the position but the "enemies" and the whole level start again as if I entered for the first time ... example, if I kill a dragon and go to the menu to change weapon, when I return from the menu the dragon is there again

  • @pcnonogames
    @pcnonogames หลายเดือนก่อน +1

    Good video. But how can I change just one tile when there are several identical ones, because they all get changed.

    • @codepetersen
      @codepetersen  หลายเดือนก่อน +1

      Great question! At this point, we have to use a unique tile to do this, which can be an extreme challenge. What I sometimes do, is create a tile with one pixel on the edge being a different color. It is inconvenient and a waste of a tile, but that is the only way I have been able to effectively do this at this point in time. Hopefully in an update down the road, there will be an option to change a specific instance of a tile!

  • @luxbut
    @luxbut 4 วันที่ผ่านมา +1

    sorry, I really like your tutorials... but what if I have more scenes? I added the "stacks" but after 4 scenes I get a kernel error

    • @codepetersen
      @codepetersen  4 วันที่ผ่านมา +1

      I'm so glad you like them, and I love the questions!! I will do some digging, and see if I can find a solution for this!

    • @luxbut
      @luxbut 4 วันที่ผ่านมา +1

      @@codepetersen thank you so much

    • @luxbut
      @luxbut 4 วันที่ผ่านมา +1

      @@codepetersen I found the solution, it's simpler than I thought... when you press the button the first command should be "remove script input all button"

    • @codepetersen
      @codepetersen  4 วันที่ผ่านมา +1

      @@luxbut Great find! That is much easier than I thought it would be too! I appreciate you sharing!!

  • @thedoubledropdown
    @thedoubledropdown หลายเดือนก่อน +1

    I want to provide a quick idea for polishing this concept.
    1) Do mostly everything you did except on your items use a value instead of t/f (default value being 0 so you don't have to set it explicitly)
    2) On your inventory menu create a Switch event for each slot. Set the Global variable for each actor with 2 options.
    3) In your Switch 0, swap the tile with a "?" tile or whatever you want the default to display.
    4) In the Level and on each actors On Interact collision, run an event that sets the variable value to 1 (then the deactivate event, etc...)
    5) Back on the Inventory menu, in each Switch 1, set the swap to the item you would like to display!
    ---
    I've been watching your videos since you started and appreciate you sharing with the community! I made an inventory with GBVM similarly and it's been fun to revisit a childhood love of Game Boy. Keep up the great work!

    • @codepetersen
      @codepetersen  หลายเดือนก่อน

      @@thedoubledropdown Thank you for the feedback! Very helpful!! Also thanks for taking the time to check out my videos and for posting! The GB studio community is amazing, and I love learning with everyone!!

    • @thedoubledropdown
      @thedoubledropdown หลายเดือนก่อน +1

      Awesome@@codepetersen we have been spending this year making a game. If you want to see the inventory I described in action, check out our Itch build. It's linked on our website.

    • @codepetersen
      @codepetersen  หลายเดือนก่อน +1

      @@thedoubledropdown Absolutely I do! I can't wait to check it out!

  • @jojomomo3069
    @jojomomo3069 2 หลายเดือนก่อน

    Thanks but that s not a réal inventory: if you use the heart there is a blank Space in the begining. Maybe with a variable « count item you can érase all thé gaps. Like a réal v box

    • @codepetersen
      @codepetersen  2 หลายเดือนก่อน

      @@jojomomo3069 another thing you could do is have the picture with a number underneath each one. I am making a game that will have several items that can be collected, and wanted an inventory page to keep track of what I found.

    • @jojomomo3069
      @jojomomo3069 2 หลายเดือนก่อน +1

      Im not sure if you can make big games on it .

    • @codepetersen
      @codepetersen  2 หลายเดือนก่อน +1

      @@jojomomo3069 you are limited to the size of a cartridge you want it on, but there is a save progress feature. I bet you would be surprised at what you can make as we learn how to do more with it.

    • @jojomomo3069
      @jojomomo3069 2 หลายเดือนก่อน +1

      @@codepetersen my attempt was to make a big rpg. More data you put in the Engine more it is lagging.