Roguecraft GB
The dungeons of Moredecoom await… a deep dive with EGVroom on how he ported a modern classic to the Game Boy Color.
The dungeons of Moredecoom await… a deep dive with EGVroom on how he ported a modern classic to the Game Boy Color.
The RPG Series RPGs are one of gaming’s most popular and longest-lived genres, and some of the most popular series in the world have had entries (or even got their start) on the Game Boy. And now, thanks to GB Studio, it’s your turn to create an RPG of your own! In this series, we…
Learn how to fake infinite scrolling with animated background tiles, random enemy generation, and performance tricks for the GB hardware.
Raul reflection on the key lessons he learned while developing his first big Game Boy project with GB Studio during the GBCompo25.
In this chapter we are using GB Studio version 4.1.3 to make a simplified version of Missile Command: a cannon at the bottom of the screen will fire projectiles at objects falling from the sky, with the goal of protecting the planet’s surface. We’ll achieve this using the “Launch Projectile” and “Attach Timer Script” commands. You…
I remember the day as clear as crystal, I had just walked into my science class in high school. The smell was pungent, nearly unbearable, I heard whispers over and over of the word “formaldehyde.” The lights above were blinding and my knees were weak. My stomach tossed around like a ship at sea. At…
Can you think of your favorite cutscene from a Game Boy game? Maybe the cutscene that comes to mind involves a hero being struck by lightning on a raft, or two pocket-sized friends about to go in for a tackle like the defensive line in the last quarter of the Super Bowl. Whatever your favorite…
In Quest 3, we’ll create our first town for the player to explore. In part 1, we create an Inn and a basic save/load system.
Learn four ways to write the classic first program, Hello World, in GB Studio 4: Visual Scripting, GBVM, C, and Assembly.
Linda is an adorable pirate kitten who is on her boat looking for lunch. We need to help her by creating a mini-game that allows her to catch fish! In this first chapter, we will learn different ways to handle sprites, such as using different sprite states, projectiles as sprites, and animations that change frames depending on a variable. Additionally, we will cover some basic scripting concepts like random variables, switches, attaching a script to a button, and conditional scripts.