Great video! Just a note about the type of Marker Nodon: A Move Marker is generally better for a step-based timeline, as it's easier to identify when you're at each step. Just remember that you start at 0, so add 1 to your Map Nodon's max value to get the length of the Marker. With this setup, it's crucial to make sure that the Bull's-eyes' detection areas don't overlap; making them circle can help with this. For a fluid timeline, it's generally better to use a Line Marker. Rather than moving a thick square across the timeline, it will move a thin line, so you can get really precise with the details. Plus, this line stays thin when you stretch it vertically, unlike the Move Marker which gets thicker, so you can make a tall timeline to synchronize lots of events at the same time. Additionally, you don't have to worry about offsetting the length of the Marker, since the range of 0-1 goes from the very left side to the very right. However, aligning events to appear at an input of 1 is imprecise, and Line Markers actually disappear with an input of 0, so it's best to use a separate condition if you want to line up any events with this. With this setup, you should use rectangular Bull's-eyes, and the length they are precisely determine how long they will be active for, unlike how you have to account for the size of the Move Marker.
Been looking for a new way to improve my original Blue Man's World game. This will definitely help make the cutscenes look better. Unfortunately the game is currently 26 games and counting 😅
Okay but that moment when you run it and the animation just works flawlessly, knowing that the animation wouldn't exist without your input? That's an amazing moment.
Using a Marker and a bulls eye to make a bloody TIMELINE for Game Builder Garage is something I never would have even IMAGINED. You are actually insane. In a good way. Wonder if you can even have more than one timeline to make "layers" so to speak, so things are easier to organize
Honestly I can't. I know you can pass one value, so you can keep track of the number of one item or currency from level to level but passing multiple values is almost impossible. You can do it sort of using some complex maths but its not simple, I think some people have done videos on how send a few simple numbers through though
Using = calculators and flags can help do this, but for the inventory items will need to be in the same slots every time you pick them up. Say you had a rock and a sword, you would need to make one slot only hold rocks and one hold swords. I don't know if I explained that well, but hope this helps.
Great vid, maybe next tutorial you can do a A.I. where it runs away from you instead of towards you, i think this would be complex but im pretty sure there is a way
For a smooth camera movement, use an invisible UFO with a camera attached that has an offset of 0. I'm currently working on a kind of Bait-And-Switch game called "Football Fun" which begins as a simple, poorly put together side scroller solving puzzles involving kicking the football to progress. You play as Paul, a struggling actor who gets into an accident on set which leads to the son of the TV studio's leader getting injured. The game will feature 3 cutscenes, I've already made one. The gameplay will be similar to "My Friend Pedro" which is easily my favourite side scroller and shooter. When it's done, I'll share the code in the comments section.
Then there is something off with the map nodon. Output should always be 0-1 and make sure the counter is within a range that goes with the map nodon input. It can get tricky
I have a question. What if you’re making a horror game (which I am) and at the end you want a cutscene, will I be able to do that or no? Just wondering.
GBG In Boy-Con Garage Is Here! In This Tutorial You Will: Solve Coding Lessons Program Games Add Millions Of Characters And Objects Create Awesome Music Make Your Own Animations Scale And Resize Objects And Characters Learn About Numbers Trigger Effects Text Objects To Make Characters Say Something Follow Stacy's Tips Create Games With Help Of Stacy And Steve
your literally the only guy that makes game builder garage tutorials dude,your so essential at these rates cause theres almost no one other than you that makes game builder garage tutorials,noice
@Davenodon I love your videos but I had a question and didn't know if you knew of a solution since you seem very educated. I'll use an easy example to see if it can be done. Let say a top down view with 4 walls and a single launcher to shoot 1 ball. Now for the life of me I cant figure out how to keep the momentum up infinitely. I just want that ball to continually bounce off walls not with acceleration but a constant speed. I tried zero gravity but it still lost momentum. So I don't think it can be done to my knowledge even with a moving object because I need it to bounce off a wall and then continue to bounce off other walls in the 4 sided square. Any input or video how to would be greatly appreciated as I'm learning from your videos and I've subscribed
Its been a long time since I’ve seen any gbg content on yt or twitch. I do think this game could have used a tool to upload like smm2, though it’s been a year & maybe Nintendo added an official tool to upload games.
I use iMovie for GBG videos since it’s very straightforward and all I do is put clips back to back, maybe use a transition or two , and change the speed of the clips. For more complex things with animations, I really like Capcut which is great on PC/Desktop. It’s just missing an audio ducking feature which keeps me from using it for everything (that’s when it automatically adjusts audio to get lower on other tracks around when you talk)
@@Luk3ler honestly I don’t know. I spent some time trying to figure it out before and I couldn’t get a clean concept that wasn’t super janky. I’d like to get to it eventually. I know I’ve seen some people’s portal gbg games and they look good so maybe I’ll try to deconstruct one of those and re-engineer it. But with TOTK coming out this week I’m going to be pouring some time into making content for it, so GBG videos will probably be pretty simple for a bit before I get around to more in-depth stuff again. But I will check it out and see what’s possible!
Hey! Incredible job on the cutscenes! Just a quick question, I’m trying to make a Kirby game in gbg, and I was wondering if you’d have any idea how to possibly create an inhale mechanic?