Thank you guys for all of the support! The next tutorial will cover how to add a Jump Sprite, Attack Sprites, and other miscellaneous sprites to your character! Stay tuned!
Thanks again for making videos like this. Not sure if this is possible, but is there a way save your sprites for use in other projects? Ideally I’d like to make all of my assets in one project and then transfer them to others. It seems right now that you can’t but that just might be user error on my end.
@@fallout187 From what I’ve saw there isn’t anyway to transfer/save sprites across games/projects. Making a copy of your whole project and then modifying the copy is sadly the only way to achieve this.
That’s such a great point! Maybe no one has been willing to take the time to recreate all his sprites lol. But that’s a great point, Paper Mario would be the perfect 3d game to make in GBG with a 2D player character!
Wow, this is a much cleaner way to do it than I figured out. I also have Jump, Shoot, Jump/Shoot, and Walk/Shoot textures, and getting them all to work took me a while.
Nintendo probably expected people to figure this stuff out in the first few days of launch so that could be why they didn't add this stuff in the lessons. (I hope GBG gets an "advanced lessons" update or something like that some day because that's not an excuse to not add things like this into the game.) Great tutorial dude. Can you make a tutorial on how to make an FPS game (and custom sprites if you can)?
True, I hope they’ll release some more lessons in the future too. They really didn’t include much on sprites in the lessons. I’m currently working on a few tutorials and will make sure to keep an FPS game with sprites in mind for the future! Thank you for the suggestion!
Great video! Keep making tutorials on all things pixel related. I’m trying to make a game like link to the past. Maybe a top down tutorial on how to design a pixel level?
this is awesome i was hoping people would start making tutorials in this game and i see people have told you about how to turn ur sprite in the beginning
Thank you and I’ll have to touch on turning the sprite at the start, briefly in a future tutorial. I’ve appreciated all of the feedback and help from the community!
You can make the person face any direction by rotating it across the y axis. That being said, it means that if you only wanted it to be in 2D, you would also have to map the left/right stick movement to the person’s forward and back movement, since technically he would be facing forward when he’s going left o right on screen.
This is great, but I worked so hard on a certain sprite (I don’t find it easy to draw on the switch with a pro controller) and he is set closer to the right than the centre so my drawing gets cut off and there’s no selection tool so I can’t move it over just a little, now I got redraw it all
I did this exact thing, but with 2 sprites, and for some reason when the animation ends my character disappears for a second insteand of looping. What do I do to fix it?
I got the walk cycle working properly. I just can’t get the idle animation to work. If I attach my idle sprite to my person, the walk cycle stops working and he just slides across the screen. But when I disconnected the idle sprite, the walking looks great, but when my character is idle, he disappears. I do have a jumping sprite which may be causing some of my problems, but I am really unsure why my idle sprite isn’t working
Thank you! Just like @VRicoleur said copy and pasting a Sprite will help to keep the Sprite consistent across frames. Another important thing to note, is when you create a Sprite make sure you center the Sprite in a way that compliments the artwork. For the koopa his center line is right down the center of his Torso
This seems like a really convoluted way to get three frames of animation (not a criticism of you, just the game). I'm thinking of picking it up, but I hope they add a more intuitive way to animate sprites in future updates. You'd think that, being Nintendo, they'd put a bit more work into mechanics that are suited to retro/2D games. I have to imagine that a big chunk of the player base will be people who grew up with an SNES, but maybe I just think that cuz I'm old 🤷 They should partner with the people who made Aseprite, that program would integrate well with this.
Keep in mind this game isn't meant to be a full game engine. It's meant to be educational, to teach people how to think programmatically and analyze how the different bits of logic and data fit together in a game or program.
That could work, but a few people have let me know that if you take the actual Person Nodon and rotate the Y to -90 it’ll fix it. Since the player will now face to the side instead of straight forward at the start
do u have tutorial for how to make a score in the top left of your screen? Im making a platformer where you collect "bits" which are like coins but I dont know how to make the score stick in the top left of my screen at all times, so even if I move to left or right or if I fall down or jump up
I'm not 100% sure this will work, but if you control the game screen's position based on some input explicitly (a position sensor, for instance, maybe with some calculations applied), then you can hook up a number display nodon to that same input and it'll stick to the screen position. I think that might work, though it might need some fiddling to get it right.
I do not have a tutorial on this yet, but like IceMetalPunk said you should be able to link a Number Display Nodon to the Game Screen Nodon and it should stay linked to where you put it. I have saw a few people in the Game Builder Garage Reddit create a hud like you’re looking for
@@AllDaBois I actually just finished it! It was really fun to make! Thanks again for the help (Code is G 005 TGD JJV if you wanna try it, it’s a Demake / Recreation of Cave Story (not the whole game, of course. Just an edited version of the first cave). it’s pretty short but i think i did a decent job)
I suggest making a copy of your initial sprite and try shifting the legs and arms a bit forward and back. It’s one of those things that takes time and lots of trial and error
@@AllDaBois thanks for the reply, I may give it a go I would love to make a 2d donkey Kong country level using him! But one of the things I don’t like as much as dreams is placing objects onto the programming screen to me is quite difficult and when you think you are putting an object somewhere it turns out it’s either in totally the wrong place or covering something important I don’t understand how putting some items such as say a collectible apple on top of something seems quite difficult so when you are high up in your game and place one on top of a platform it just puts it down below on the ground. I wish it was possible in the programming to actually grab things on screen and drag the item exactly where you want it like you can in dreams, I do really like gbg though
Pretty much yes, you just plug in your mouse to your dock while in Game Builder Garage and a mouse icon will pop up in screen. I’ve heard some brands don’t work, but all the ones I’ve tried have worked nicely.
8:43 Go to the Y view and rotate the person do you know how to add a walking animation and a jumping animation at the same time? I can do them individually but when I have them both, it glitches out (also, I added a NOT nodon, but it still glitches)
I’m currently working on a tutorial for adding jump animations and attack animations. It’ll be up in the next day or two. But in the meantime I’ll try and explain the jump animation that I have setup. I added a Button Nodon for my jump button, I linked the Button Nodon to the already existing NOT Nodon, then I also linked the jump button to the jump on the Person, to the Texture Nodon with my jump sprite, and finally to the 3rd Port on the Counter Nodon (RESET). Then I linked the Blue line from my Jump Texture Nodon to my Box Object Nodon. I hope that explanation helps you out. Like I said previously I’ll have a more clear tutorial on adding additional Sprites soon! Best of luck!
YES I finally figured it out (but using a different method). But the way I did it is so hard to look at I can't explain it. I can finally have a non-sliding and jumping Mario!!!
My pixel goomba is broken. Every time I use left stick to move it only shows the 2nd walking animation and it comes a 3d shape thing. What should I do.
Thanks; this is a VERY useful tutorial.... ONE problem: after I did everything and test how my character walks, it keeps disappearing and re-apperig. You know how to fix that?
Dude this is great thank you. I’ve done very similar but my sprite doesn’t seem to turn back around when you move left. It’s on a ufo though. Wondering what I’m doing wrong
No problem! After some testing I was getting it to work as intended with the UFO. I didn’t have to do anything different for it. Maybe make sure the textures are set to the right axis In the Texture Nodon Settings
If you want to have a 2 frame walk cycle. All you have to do is reduce the counter to 1 instead of 2. Right now it is currently setup for 3 so that’s why you’re seeing it disappear.
There’s a problem with my sprite it has 3 copy’s of it shaped all around each other Edit: fixed it but now any time I walk around and let go on one spot it returns to the starting spot
But the number one question is: you still have to manually replicate or trace the textures don’t you? How do we do that well? Generally on pc mods we use a tool for spritesheets but I’m not sure how else we do this without a good digital tracer or something.
I’ve done a lot of Rom hacking stuff in the past and I really miss having a nice sprite editor for working with sprites. For game builder garage I’ve been downloading the sprite sheet I want, opening it up in GIMP and turning on/configuring the grid. That way I can see exactly how heigh each section is. Then I’ll generally zip around and complete the outline of my sprite in game builder garage and then fill it in and shade it. It’s obviously a lot more work bringing them into game builder garage but I still enjoy seeing the outcome non the less.
How do you adjust how the sprite actual starts? Mine is invisible until I move, that's because the person object (which is invisible) starts off with a front profile. I would like this to start off on idle with my "idle sprite". Please assist
I finally did it but when i started it my sprite was clipping though the ground and when my standing animation played you could see a little bit of half of the sprite
I seem to have an issue where the character blips out of existence for one frame after the cycle is complete. I'm using two frames for the walk cycle, and of course only one frame for the idle animation. Do you think adding a third sprite may help? I'm also not using the Box Method, if that helps at all.
If you are only using 2 walk animation sprites try turning the counter at the top down to 1 instead of 2. I just tested this method out with a 2 sprite walk cycle and it seems to have worked. I wouldn’t think that not using the box method would have anything to do with the issue.
well, if you make the menu and the game itself separate games, it could be possible, though there would be a lot of different games for all the characters fighting each other, or if you want to not spend that long making all the separate fights, you can just have 1 fight with like mario and yoshi or something
Can someone help me out? I was trying to use this tutorial to make a 4 panel walk animation instead of 3 but instead of going 0123 over and over it's going 012323 over and over and looks akward
I did all this down to the bone and my sprite is not showing up. Not even my idle sprite stance, which should appear without me even touching the controller. The character/sprite I'm using is much smaller and doesn't have three frames for his walk animation, he only has two. It's all connected to the object, which matches the size of the sprite and Person. I'm confused on what's wrong.
Doesent work. I did this 8 times and all that happends is my character there and when i move my L stick Hes gone and i stop hes back again he dident move of anything i he doesent move and i dont see the walk cycles
I imagine its great for the paper mario effect, but what if I don't want any sprite turning and would rather create different sprites when facing different directions? I know it may take a ton of time, but I think its worth it!
I think it's awesome that you're making tutorials for a game that just came out! :) Is there any way to change the width of a box based on some input (like a counter or other variable)? I ask because so far the only health bar design I've seen destroys discrete blocks, which means you can't really heal, and I was hoping there's some better way to make a health bar.
Thank you, I’m glad you enjoyed the tutorial! I haven’t messed with this nodon yet, but their is a nodon called the Extrudable Object Nodon. It’s description is “An object which can change size during game play via inputs.” I’m not sure how variable it is, but this could have potential for what you’re looking for. I’ll have to do some messing around with it here in the future.
So like 20+ Nodons needed just to do a simple 3 frame animation. This is the only reason I stopped using GBG. The 512 limit is way too low and means all your projects have to be really small or very simple. So I use Fuze on my Switch which allows me more freedom to create 2d games and I can make 200 frame animations for each sprite if I so wish. GBG is a great idea but very badly needs to be expanded with some patches. Maybe then I'll go back to it?
I completely agree, plus it takes a lot of time. I highly recommend plugging in a mouse to your switch if you can. I can’t imagine how it’d be without a mouse
So as far as I’m concerned the only switch game that supports a mouse is Game Builder Garage, when you’re in the programming mode section of the game you should just be able to plug in a usb mouse to the dock and a mouse cursor will pop up on the screen. I’m unsure if there are certain mouse brands that are unsupported or not. But the ones I’ve tried to use have all worked nicely.
The character clips into the ground a little, is there a fix for that? Other than making all your sprites positioned a few pixels up (my sprite uses the entire pixel height available)
From what I’ve tested unfortunately there isn’t a way to fix it besides having 3 rows of pixels left blank on the bottom of the sprite. I’m really not sure why the texture sinks into the ground, because I doubt it’s intentional. If you added a small thin box below the object and link it to the box your sprite is on, that might give the sprite some extra height? But I’m not sure if that’d actually work how I’m thinking it would
@@AllDaBois I see. What about fixing the landing when you jump with a sprite character? No matter what I do, they do a weird bounce on the ground when they land if there's a sprite attached. The person itself, when made visible, bounces with the sprite, but a person without a sprite lands cleanly with no bounce. How would I fix that?
This is so cool. I can’t wait to get the game because I already have ideas for a character design, its attacks, and the stage. Also, would it be possible to make an idle animation for the sprites?
That’s good that you’re already brainstorming! It should be possible to make a moving idle animation. It’d be setup similar to how the walk cycle switches between frames. I’ll have to do some testing with that.
Unfortunately you have to make a separate texture for each frame. But you can copy and paste each sprite, so you don't have to start from scratch each time.
Ima recreate FNF and my first song will either be Ugh, Bopeebo, or Spookeez, (I keep on switching around.) I’ll use this to make it so Skid and Pump Spooky Dance when, y’know. They’re not singing.
I’ve saw a few people make games that have a 2d character in a 3d world. So I know it’s possible. I have not done any testing on this myself, using the method I’ve shown off here. However, it is something I’m definitely going to look into and cover at some point. I feel it should be possible to use the same logic from the walk cycle and map it to an extra joystick and direction. I’ll have to test it out and make a tutorial in the future.
Thank you guys for all of the support! The next tutorial will cover how to add a Jump Sprite, Attack Sprites, and other miscellaneous sprites to your character! Stay tuned!
Your welcome. This is actually informational. I've been looking for a video like this.
Thanks again for making videos like this. Not sure if this is possible, but is there a way save your sprites for use in other projects? Ideally I’d like to make all of my assets in one project and then transfer them to others. It seems right now that you can’t but that just might be user error on my end.
@@fallout187 From what I’ve saw there isn’t anyway to transfer/save sprites across games/projects. Making a copy of your whole project and then modifying the copy is sadly the only way to achieve this.
@@AllDaBois can you make a roster like Street fighter like? And have each different character a different moveset?
@@AllDaBois also can you make CPUs that are the characters you made?
It still amazes me how nobody tried Paper Mario in GBG when the *TURN-AROUND ANIMATION, IS LITERALLY PAPER MARIO*
It's so simple that people don't think of it I guess.
That’s such a great point! Maybe no one has been willing to take the time to recreate all his sprites lol. But that’s a great point, Paper Mario would be the perfect 3d game to make in GBG with a 2D player character!
Remember, it's only been out for a few days now.
I've actually been doing that, I can link my twitter where I post my progress, it's going really well!
@@a_pufferfish2936 id love to see your progress!
8:40 there’s an easy fix for that. Go to the person’s settings and adjust the y-axis rotation to -90 or 90 degrees.
Thank you very much, I didn’t even think about the player facing the camera upon startup. Simple fix, I appreciate the help!
-90 degrees works best beacuse from side to side right is the most common first player input
You can set your y-angle as -90⁰ to set how he faces at first.
Oh nice! I’ll have to try it out, thank you!
Omg been trying to fix this problem for a week. It was driving me nuts. Love you
Wow, this is a much cleaner way to do it than I figured out. I also have Jump, Shoot, Jump/Shoot, and Walk/Shoot textures, and getting them all to work took me a while.
its only been days. already tutorials on this game? nice!
Nintendo probably expected people to figure this stuff out in the first few days of launch so that could be why they didn't add this stuff in the lessons. (I hope GBG gets an "advanced lessons" update or something like that some day because that's not an excuse to not add things like this into the game.) Great tutorial dude. Can you make a tutorial on how to make an FPS game (and custom sprites if you can)?
True, I hope they’ll release some more lessons in the future too. They really didn’t include much on sprites in the lessons. I’m currently working on a few tutorials and will make sure to keep an FPS game with sprites in mind for the future! Thank you for the suggestion!
You make a tutorial and you use bootleg kart fighter sprite for making this video. GENIUS!!!!!!
lmao I gotta show off the goods
Great video! Keep making tutorials on all things pixel related. I’m trying to make a game like link to the past. Maybe a top down tutorial on how to design a pixel level?
Thank you so much! I’ve begun working on some more tutorials. I’ll keep in mind doing a top down sprite based tutorial!
It took me a little bit of rage quits but now it works thanks!
How to make a camera behind the 2d sprite because I'm making a 3d Sonic project
this is awesome i was hoping people would start making tutorials in this game and i see people have told you about how to turn ur sprite in the beginning
Thank you and I’ll have to touch on turning the sprite at the start, briefly in a future tutorial. I’ve appreciated all of the feedback and help from the community!
Great, clean aproach. Thanks!
You can make the person face any direction by rotating it across the y axis. That being said, it means that if you only wanted it to be in 2D, you would also have to map the left/right stick movement to the person’s forward and back movement, since technically he would be facing forward when he’s going left o right on screen.
Oh gotcha, that’s a pretty clever way of getting around it! Thank you for info, I appreciate it!
This is great, but I worked so hard on a certain sprite (I don’t find it easy to draw on the switch with a pro controller) and he is set closer to the right than the centre so my drawing gets cut off and there’s no selection tool so I can’t move it over just a little, now I got redraw it all
Very nice tutorial! Hope to see more of them like these!
Great tutorial man! Keep up the good work ☺
For 3D games, is there a way to make enemy sprites always face the camera so they don't practically disappear when they're facing the side?
While using the mouse, you can double click and drag to select multiple objects to make copying easier.
Thank you for the tip! I found out shortly after making this video about holding down ZL but I had no idea about the mouse shortcut! Thank you again!
Double tap works on touchscreen
How do u do this in a 3d game, like I made some back and front sprites and I tried doing it and I can’t figure it out
I did this exact thing, but with 2 sprites, and for some reason when the animation ends my character disappears for a second insteand of looping. What do I do to fix it?
Yes, so beautiful. If I were to recreate bootleg sprites I would make Zook from Zook Hero Z
Thanks for the tutorial! Very Nice!
No problem! Glad you enjoyed it!
I got the walk cycle working properly.
I just can’t get the idle animation to work. If I attach my idle sprite to my person, the walk cycle stops working and he just slides across the screen. But when I disconnected the idle sprite, the walking looks great, but when my character is idle, he disappears. I do have a jumping sprite which may be causing some of my problems, but I am really unsure why my idle sprite isn’t working
That's so clean looking dude! Howd you get the sprites to look so consistent to eachother? Since there's no onion skin, that's pretty hard to pull off
just copy the first sprite and modify- then repeat.
Thank you! Just like @VRicoleur said copy and pasting a Sprite will help to keep the Sprite consistent across frames. Another important thing to note, is when you create a Sprite make sure you center the Sprite in a way that compliments the artwork. For the koopa his center line is right down the center of his Torso
This seems like a really convoluted way to get three frames of animation (not a criticism of you, just the game). I'm thinking of picking it up, but I hope they add a more intuitive way to animate sprites in future updates. You'd think that, being Nintendo, they'd put a bit more work into mechanics that are suited to retro/2D games. I have to imagine that a big chunk of the player base will be people who grew up with an SNES, but maybe I just think that cuz I'm old 🤷
They should partner with the people who made Aseprite, that program would integrate well with this.
Keep in mind this game isn't meant to be a full game engine. It's meant to be educational, to teach people how to think programmatically and analyze how the different bits of logic and data fit together in a game or program.
Couldn't u use on start nodon to move it a tiny bit so it starts normal?
That could work, but a few people have let me know that if you take the actual Person Nodon and rotate the Y to -90 it’ll fix it. Since the player will now face to the side instead of straight forward at the start
@@AllDaBois ah I see. Very cool thanks
This is great, thanks!
do u have tutorial for how to make a score in the top left of your screen? Im making a platformer where you collect "bits" which are like coins but I dont know how to make the score stick in the top left of my screen at all times, so even if I move to left or right or if I fall down or jump up
I'm not 100% sure this will work, but if you control the game screen's position based on some input explicitly (a position sensor, for instance, maybe with some calculations applied), then you can hook up a number display nodon to that same input and it'll stick to the screen position. I think that might work, though it might need some fiddling to get it right.
I do not have a tutorial on this yet, but like IceMetalPunk said you should be able to link a Number Display Nodon to the Game Screen Nodon and it should stay linked to where you put it. I have saw a few people in the Game Builder Garage Reddit create a hud like you’re looking for
Same in trying to make sonic green hills and im trying to make the Rings and time follow with the screen
Really good tutorial thankyou!
How do i make mine not a box?
You can link all the blue lines directly to the player nodon instead
@@AllDaBois ok
Thank you for this tutorial so much!
No problem, I’m glad you found it useful!
Dude thanks SO MUCH, without this video what i’m making would be impossible to figure out lol.
No problem! I’m glad it helped you out! Good luck with your project!
@@AllDaBois I actually just finished it! It was really fun to make! Thanks again for the help
(Code is G 005 TGD JJV if you wanna try it, it’s a Demake / Recreation of Cave Story (not the whole game, of course. Just an edited version of the first cave). it’s pretty short but i think i did a decent job)
Sweet that’s awesome! We will definitely be checking it out! Thank you!
Would it be possible to make my donkey Kong drawing into a walking sprite? How do I know which part to change for each of the three drawings
I suggest making a copy of your initial sprite and try shifting the legs and arms a bit forward and back. It’s one of those things that takes time and lots of trial and error
@@AllDaBois thanks for the reply, I may give it a go I would love to make a 2d donkey Kong country level using him! But one of the things I don’t like as much as dreams is placing objects onto the programming screen to me is quite difficult and when you think you are putting an object somewhere it turns out it’s either in totally the wrong place or covering something important I don’t understand how putting some items such as say a collectible apple on top of something seems quite difficult so when you are high up in your game and place one on top of a platform it just puts it down below on the ground. I wish it was possible in the programming to actually grab things on screen and drag the item exactly where you want it like you can in dreams, I do really like gbg though
Sorry if this is obvious, but how do you use a mouse with this game? Can I just plug any mouse into the switch?
Pretty much yes, you just plug in your mouse to your dock while in Game Builder Garage and a mouse icon will pop up in screen. I’ve heard some brands don’t work, but all the ones I’ve tried have worked nicely.
8:43 Go to the Y view and rotate the person
do you know how to add a walking animation and a jumping animation at the same time? I can do them individually but when I
have them both, it glitches out (also, I added a NOT nodon, but it still glitches)
I’m currently working on a tutorial for adding jump animations and attack animations. It’ll be up in the next day or two. But in the meantime I’ll try and explain the jump animation that I have setup.
I added a Button Nodon for my jump button, I linked the Button Nodon to the already existing NOT Nodon, then I also linked the jump button to the jump on the Person, to the Texture Nodon with my jump sprite, and finally to the 3rd Port on the Counter Nodon (RESET). Then I linked the Blue line from my Jump Texture Nodon to my Box Object Nodon.
I hope that explanation helps you out. Like I said previously I’ll have a more clear tutorial on adding additional Sprites soon! Best of luck!
YES I finally figured it out (but using a different method). But the way I did it is so hard to look at I can't explain it.
I can finally have a non-sliding and jumping Mario!!!
every time I test my sprite it starts to blink and every time it walks and when I stop walking it teleports
I've actually started a Mario game called Mario's quest for spaghetti this helped alot
That sounds like a great title! Lol looking forward to it!
everything seems connected but when i try it only the first frame of animation seems to work
My pixel goomba is broken.
Every time I use left stick to move it only shows the 2nd walking animation and it comes a 3d shape thing. What should I do.
Thx! Worked nice, but after my first 2 sprites, my character just disappears! How do I fix this?
I followed the steps and whenever i move the Left Joy Stick, the texture nodon vanishes and doesn't play a walk cycle.
Set person nodon’s y axis rotation to -90.00
Thank you! Easy solution to my silly problem, I appreciate the help!
Thanks; this is a VERY useful tutorial.... ONE problem: after I did everything and test how my character walks, it keeps disappearing and re-apperig. You know how to fix that?
Dude this is great thank you. I’ve done very similar but my sprite doesn’t seem to turn back around when you move left. It’s on a ufo though. Wondering what I’m doing wrong
No problem! After some testing I was getting it to work as intended with the UFO. I didn’t have to do anything different for it. Maybe make sure the textures are set to the right axis In the Texture Nodon Settings
To change the starting position to the correct one go to top-down physician and rotate your character up
How do I make one of my frames (my last) last longer, you can’t even tell it is there. Help would me great.
wouldnt it be more efficient with a bullseye and marker(switch statement)
Yes I have an updated tutorial on just that. This tutorial was made the day after launch and is outdated based on our knowledge now.
@@AllDaBois oh ok
How do you get it to turn around with the same cycle? I’ve been trying to make a megaman fangame and I’m struggling with that…
Hi how can i make it so it only does the animation once and restarts instead of going backwards
I did everything but I’m still getting the sprite on the top, bottom, and the sides
I’m late but the first time it worked and the second time my character is just stuck levitateing in the air. How to fix?
how do you make such complex sprites in the first place im having trouble even doing that
When my character moves The box makes the Sprite go on all sides of the invisible box, can someone help me with that?
I'm only using 2 sprites and it has a blank space where it should just continue doing the cycle
If you want to have a 2 frame walk cycle. All you have to do is reduce the counter to 1 instead of 2. Right now it is currently setup for 3 so that’s why you’re seeing it disappear.
There’s a problem with my sprite it has 3 copy’s of it shaped all around each other
Edit: fixed it but now any time I walk around and let go on one spot it returns to the starting spot
Gotcha, double check that the texture face settings on the texture nodons are only set to X Center.
@@AllDaBois thanks it worked but now my when my sprite stops walking it returns to its starting area so I’m stuck In one place forever basically.
@@AllDaBois I did the tutorial over again and it fixed thanks so much you got a sub!
Could you make a tutorial on beatemup games?
What do I configure so that my sprite every time I go backwards not a big lap?
hey how do you make it so when you press r for example it changes sprites to anothet character with different moves
I need help with my game my character is moving around in a weird way:G 008 FJD RCG
For some reason when I play my game, the idle sprite flashes but when I walk I see the normal walking animation. Could you help me please?
I want to make my sprite look as if he is always moving, and not stop moving If i stop moving, always moving no matter what, how do I do that?
The new method does not work for me.(update it did work but the attack animation was screwed up.)
Yeah
Hi! Can you help me? When i attach sprites to the person nodon, It becomes a tornado of the same sprite!
(I did a level in 2d)
When i do a wall jump my character goes backwards of the map is it normal?
But the number one question is: you still have to manually replicate or trace the textures don’t you? How do we do that well? Generally on pc mods we use a tool for spritesheets but I’m not sure how else we do this without a good digital tracer or something.
I’ve done a lot of Rom hacking stuff in the past and I really miss having a nice sprite editor for working with sprites. For game builder garage I’ve been downloading the sprite sheet I want, opening it up in GIMP and turning on/configuring the grid. That way I can see exactly how heigh each section is. Then I’ll generally zip around and complete the outline of my sprite in game builder garage and then fill it in and shade it. It’s obviously a lot more work bringing them into game builder garage but I still enjoy seeing the outcome non the less.
Thx for the tutorial.
Are there any tutorials on how to actually draw sprites? I guess if I actually knew how to draw, it'd be easier.
How do you adjust how the sprite actual starts? Mine is invisible until I move, that's because the person object (which is invisible) starts off with a front profile. I would like this to start off on idle with my "idle sprite". Please assist
Rotate the actual Person Nodon to a y of -90 degrees. That should rotate him so he’s facing the right way upon start up
@@AllDaBois Fricken cool! I'm going to have to try that. Thank you.
When reading that with my extremely limited program knowledge, that makes actual sense.
OMG IT WORKED!!
Where online are you getting game codes from?
i find really limited game just allow 2 sprites and have the flip thing
I finally did it but when i started it my sprite was clipping though the ground and when my standing animation played you could see a little bit of half of the sprite
I seem to have an issue where the character blips out of existence for one frame after the cycle is complete. I'm using two frames for the walk cycle, and of course only one frame for the idle animation. Do you think adding a third sprite may help? I'm also not using the Box Method, if that helps at all.
If you are only using 2 walk animation sprites try turning the counter at the top down to 1 instead of 2. I just tested this method out with a 2 sprite walk cycle and it seems to have worked. I wouldn’t think that not using the box method would have anything to do with the issue.
@@AllDaBois Cool beans, thanks! I'll give it a whirl.
@@AllDaBois I tried but it still wont work
Nvm i got it working
lmao man's making kart fighter
It’s very tempting lol
well, if you make the menu and the game itself separate games, it could be possible, though there would be a lot of different games for all the characters fighting each other, or if you want to not spend that long making all the separate fights, you can just have 1 fight with like mario and yoshi or something
Can this also work for cars or ufos too or no?
Can someone help me out? I was trying to use this tutorial to make a 4 panel walk animation instead of 3 but instead of going 0123 over and over it's going 012323 over and over and looks akward
Good video
Never mind again, but how do I make a death animation? 🤔
To change how your sprites starting rotation looks, go into rotation and rotate it 90 degrees.
Which axis
I did all this down to the bone and my sprite is not showing up. Not even my idle sprite stance, which should appear without me even touching the controller. The character/sprite I'm using is much smaller and doesn't have three frames for his walk animation, he only has two. It's all connected to the object, which matches the size of the sprite and Person. I'm confused on what's wrong.
I figured it out. My sprite was too small to fully show up on the object. I'm gonna have to make a bigger version of a tiny sprite.
Doesent work. I did this 8 times and all that happends is my character there and when i move my L stick Hes gone and i stop hes back again he dident move of anything i he doesent move and i dont see the walk cycles
I imagine its great for the paper mario effect, but what if I don't want any sprite turning and would rather create different sprites when facing different directions? I know it may take a ton of time, but I think its worth it!
I think it's awesome that you're making tutorials for a game that just came out! :) Is there any way to change the width of a box based on some input (like a counter or other variable)? I ask because so far the only health bar design I've seen destroys discrete blocks, which means you can't really heal, and I was hoping there's some better way to make a health bar.
Thank you, I’m glad you enjoyed the tutorial! I haven’t messed with this nodon yet, but their is a nodon called the Extrudable Object Nodon. It’s description is “An object which can change size during game play via inputs.” I’m not sure how variable it is, but this could have potential for what you’re looking for. I’ll have to do some messing around with it here in the future.
@@AllDaBois Oooh, I didn't know that existed, but it sounds exactly like what a health bar needs! Thank you!
So like 20+ Nodons needed just to do a simple 3 frame animation. This is the only reason I stopped using GBG. The 512 limit is way too low and means all your projects have to be really small or very simple. So I use Fuze on my Switch which allows me more freedom to create 2d games and I can make 200 frame animations for each sprite if I so wish. GBG is a great idea but very badly needs to be expanded with some patches. Maybe then I'll go back to it?
Thank you for this tutorial! The only thing… it’s so hard to draw 😂
I completely agree, plus it takes a lot of time. I highly recommend plugging in a mouse to your switch if you can. I can’t imagine how it’d be without a mouse
@@AllDaBois My mouse has never worked in my dock. Would you mind explaining how it works?
So as far as I’m concerned the only switch game that supports a mouse is Game Builder Garage, when you’re in the programming mode section of the game you should just be able to plug in a usb mouse to the dock and a mouse cursor will pop up on the screen. I’m unsure if there are certain mouse brands that are unsupported or not. But the ones I’ve tried to use have all worked nicely.
@@ChonkyYT Logitech brand mouse works good with the switch! Found that out today lol
I use a stylus for all my drawings works much more accurately than using your finger
The character clips into the ground a little, is there a fix for that? Other than making all your sprites positioned a few pixels up (my sprite uses the entire pixel height available)
From what I’ve tested unfortunately there isn’t a way to fix it besides having 3 rows of pixels left blank on the bottom of the sprite. I’m really not sure why the texture sinks into the ground, because I doubt it’s intentional. If you added a small thin box below the object and link it to the box your sprite is on, that might give the sprite some extra height? But I’m not sure if that’d actually work how I’m thinking it would
@@AllDaBois I see. What about fixing the landing when you jump with a sprite character? No matter what I do, they do a weird bounce on the ground when they land if there's a sprite attached. The person itself, when made visible, bounces with the sprite, but a person without a sprite lands cleanly with no bounce. How would I fix that?
Issues I Had While Doing This: Unable To Jump Because The Block Is In The Way, And If You Shrink The Block, The Sprites Get Messed Up.
Can you make a rechargeable flashlight
This is so cool. I can’t wait to get the game because I already have ideas for a character design, its attacks, and the stage. Also, would it be possible to make an idle animation for the sprites?
That’s good that you’re already brainstorming! It should be possible to make a moving idle animation. It’d be setup similar to how the walk cycle switches between frames. I’ll have to do some testing with that.
@@AllDaBois Also, sorry if you already mentioned this in the video, but is there a limit to the amount of frames an animation can have?
I've been using my finger ever since I got this game I plan on ordering a stylus off of Amazon that'll help me with my sprite making better. :)
Nice, I’m sure a stylus will help immensely. I’ve been having a blast re-creating and making sprites, it’s fun to see it all come together
Thx man!
My characters feet just get stuck in the ground
can you draw the 4 koopa sprites in one and animate it?
Or do you have to draw every frame in a new nodon?
Unfortunately you have to make a separate texture for each frame. But you can copy and paste each sprite, so you don't have to start from scratch each time.
@@AllDaBois i think its a feature we need :)
I'm trying to make a among us game this is what I needed I am now happy 🙂
Is there any way for the game to differentiate between up and down and left and right (dpad). Im using top down sprites and its hard to fix it
Also my four loop animation only plays 3 of the frames
And wont show up when Im not moving
Ima recreate FNF and my first song will either be Ugh, Bopeebo, or Spookeez, (I keep on switching around.) I’ll use this to make it so Skid and Pump Spooky Dance when, y’know. They’re not singing.
Question: Did you redraw the sprites completely or did you download them from internet somehow?
Unfortunately, I had to completely redraw them in Game builder Garage, I used the sprite sheet from The Sprite Resource as a guide
@@AllDaBois Well. You have my admiration.
Is it possible to have a 2d sprite character in a 3d game?
I’ve saw a few people make games that have a 2d character in a 3d world. So I know it’s possible. I have not done any testing on this myself, using the method I’ve shown off here. However, it is something I’m definitely going to look into and cover at some point. I feel it should be possible to use the same logic from the walk cycle and map it to an extra joystick and direction. I’ll have to test it out and make a tutorial in the future.
@@AllDaBois Thank you! I love the 2d sprite in a 3d setting, as i would love to make A paper Mario platformer game
I don’t know to to make it jump it won’t work
help, it doesn’t work
edit: ok I did it, but marios feet were cut off
edit 2: yay I messed about and I fixed it