Gameboy Development Forum

Discussion about software development for the old-school Gameboys, ranging from the "Gray brick" to Gameboy Color
(Launched in 2008)

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#1 2025-04-09 20:34:11

da flarf
New member
Registered: 2025-04-09
Posts: 3

GB studio noob (not gamedev noob) looking for help for a mechanic

Hi, first post here. I made this account because I've been stuck on making a game mechanic for a GB studio game jam and I figured this is the right place to ask.

I've shaved down the sample project to only contain the top-down code. I'm trying to make a puzzle game where the player has a magnet gun that attracts/repels crates based on their charge.

Essentially, A will emit a positive charge and B will emit a negative charge. when the button is pressed, the nearest crate that the player is facing will be attracted/repelled 1 tile. I've been trying to repurpose furniture pushing/pulling code but it's just not working. Any pointers?

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#2 2025-04-11 23:10:10

Ardis
Member
From: USA
Registered: 2019-06-06
Posts: 61
Website

Re: GB studio noob (not gamedev noob) looking for help for a mechanic

Which part of the mechanic do you need help with? Detecting the object when a button is pressed? Or moving it?


Also known as Arvex in other places.

Interceptor (Demo)
https://arvex.itch.io/interceptor

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#3 2025-04-12 00:52:23

da flarf
New member
Registered: 2025-04-09
Posts: 3

Re: GB studio noob (not gamedev noob) looking for help for a mechanic

So far, I have made an invisible projectile spawn from the player and hit the crates. Based on its collision layer the crate moves. What I'm stuk on right now is making sure that the projectile isn't hitting crates through walls, because for some reason, GB studio only counts collision layers as "hits" for despawning the projectile.

Essentially, I need to know how to despawn a projectile when it hits a wall

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#4 2025-04-24 13:39:46

da flarf
New member
Registered: 2025-04-09
Posts: 3

Re: GB studio noob (not gamedev noob) looking for help for a mechanic

I managed to fix the error on my own. All I needed to do was create invisible actor "walls" for the projectile to crash into.

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