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gb-studio-community-assets's Issues

2020 Folder-Reorder in GBS Community Assets

I'm putting this up as an issue because how these folders are structured is something I'm not super keen on right now. I'd basically like to just add some more subfolders so there's fewer loose files sitting in big files.

I'm putting this out there to let everyone know what's going on. In case the old organizational method was really important I created a new branch called "2019-Folder-Organization" so that people can always return to how things were organized before.

My Planned Changes:

Fonts:

  • Rips: Fonts from existing games
  • Thick Fonts: Any thicker fonts
  • Thin Fonts: Any thinner fonts
  • Specialty: The new home for ascii_with_d20 and ascii-to-hex

I added Specialty because these two fonts are meant for displaying things other than conventional text.

Music:

  • Action: Music for action scenes
  • Drumbeats: Template drumbeats to help composers get inspired
  • Exploration: Medium-intensity songs, this is where most songs in Overworld now live
  • Jingles: Unchanged
  • Menu Themes: Intermediary songs for menus or results screens
  • National Anthems: Thanks krümel!
  • SFX: Unchanged
  • Spooky: Anything mysterious, creepy, dreadful, or harshly dissonant now lives here
  • template.xm: Contains a cleared template.xm using the same instruments as template.mod

Sprites:

  • Animated: Used to be called "anim", is now just the full word because readability is important

  • Animals: Unchanged

  • Cards: Unchanged

  • Crosshairs: Has the selection_box spritesheet now

  • Decorations: Contains music_notes.png, and could include other animated decorations for a scene like wind or stars.

  • Dice: Has some new sprites in it now where there used to be loose dice sprites

  • People: Renamed from krumel's People

  • Static: Unchanged

  • Cats: Unchanged

  • Bubbles: removed, the one image that was here is now in UI

UI:

  • Cursors: New folder
  • Frames: New folder
  • Emotes: New folder

Everything here has been appropriately migrated.

Tilesets:

Unchanged.

If you have any issues with this, please let me know what you think about this plan. Again, the old system will not be changed in the 2019 branch. This is a change I do eventually want to make to master, though.

Consider using modarchive.org to preview the music folder's contents

I've always been kind of disappointed with the process of obtaining music through this repository. You have to commit to downloading a file before knowing what it sounds like.

I would really love to try uploading all the .mod files available here to modarchive.org which has an online .mod player, which would make it incredibly easy to preview songs.

Links to each modarchive.org post could be linked in the README.md next to all the credits, making it much easier to find a song you want and also making it much harder to pick a song without even knowing which artist composed it. (Though most GBS games I've seen are really good about crediting musicians.)

add list of community-made GB Studio tools

this would include things like the Gameboy tile manager, Kanji2GBS/GlyphBoySwap, hUGETracker, hopefully as a new file that sits in the root of the repository next to the Readme, like Community-Tools.md, with a link to this list it in the Readme or something

This repo's stance on hosting plugins and mods

The year is 2021, and 3.0 has just launched. Now we have a huge abundance of plugins entering the GB Studio dev sphere, as shown by this plugin database I've been keeping: https://docs.google.com/spreadsheets/d/1d2F5hSEMt6nkacw-qVnYlT3IPHqmCCaLFhRboC5xxc0/edit#gid=0

I think the rise of plugins/engine mods has been really awesome to see. Athough this repo is pretty popular in the community, and I love giving away resources to people, I feel like this repo is not the place to host plugins or mods at all. Here's why:

  1. Engine mods can be hundreds of megabytes. Adding these would massively bloat the .zip of the repo for people who download GBSCA as a quick way to get graphics and music for their games.
  2. Plugins and engine mods are incredibly version-specific, and we don't have a way to tag files quickly. Tags on commits are confusing, and I'm still actively considering ways to make it easier for non-git users to use these assets.
  3. I already went through the effort to make this spreadsheet https://docs.google.com/spreadsheets/d/1d2F5hSEMt6nkacw-qVnYlT3IPHqmCCaLFhRboC5xxc0/edit#gid=0 and each new entry only takes 20 seconds to add. Any significant PR to a public repo like this deserves more consideration and appreciation than just 20 seconds. <3
  4. This repo will never have every plugin because any of the above reasons will discourage people from submitting plugins, so unlike the spreadsheet, this repo can't be used as a complete list to find the exact plugin you want.

I hope this has been convincing enough, I'm happy to hear objections or other alternatives that this repo could still promote/contribute to, but ultimately I don't think it's for this repo. There can always be other repos that aim to do this as well. You can create your own repository for public plugins, or even host a personal collection like NalaFala and Pautomas have (as seen by their prevalence in the spreadsheet).

Again, https://docs.google.com/spreadsheets/d/1d2F5hSEMt6nkacw-qVnYlT3IPHqmCCaLFhRboC5xxc0/edit#gid=0 this spreadsheet has just been too useful for me to quickly maintain, and I'd rather link to wherever you post your plugin in the spreadsheet rather than have it be added to the repo.

If you have a plugin you want added to the spreadsheet, you can comment with a link to it in this issue. This won't be as fast as if you just ping me on the GB Studio Discord though.

[Feature Request] Add more Sample Packs options for GB/GBC Projects

Would be nice if GB Studio had more sample packs available free to download that you can just simply add em to the dev kit for easy faster development of popular type Games

Like RPG's, Run and Guns, 2D Fighting, Action Adventure, Shoot em' ups, platformers, Puzzles.

  • Doors samples (Gates, Keys, Locks, Fence, Cells).

  • Battle system design samples examples similar to (Fire Emblem, Pokemon, Final Fantasy, Earthbound, Street Fighter, Mega Man.

  • Dungeons Levels design sample (Castles, Temples, Statues).

  • Enemies, Bosses samples (Flying, Ground, Water, Large, Small).

  • Outdoor / Indoor Structure Design samples (Building, Tower, Houses, carpets, candles, Rooms, Windows, Roof, Trees, Flowers, Lamps, Book shelfs, Beds, Graves, Bushes, Rocks, Mountains, Grass).

  • Sprite Animations samples (Movements, Running, Fighting, Swimming, Jumping, Flying, Guarding, Attacking, Using Item, Casting Spells).

  • Weapons / Items samples (Swords, Guns, Wands, Axe, Shield, Bow & Arrow, Maps, Mace, Hammer, Dagger, Boxes, Crates, Chest, Ammo, Bombs, Missiles).

  • Effects samples ( Sword Slash, Hit Damaged, Fist Damage, Kicks Damage, Magic, Fire, Particles, Rain, Explotions, Gun Rays, Gun Blast, Laser Blast, Smoke, Clouds, Dust, Mud, Thunder, Bubbles, Wind, Blood, Water, Lava, Acid).

  • Vehicles samples (Car, Bus, Trains, Spaceship, Planes, Tanks, Submarine, Ship, Horse).

Hunt down and fix faulty .mod files

Some users have reported mod files (some composed by me) that prevent their games from building, even though I've tested nearly every song that's been added. If saving the contents as a new .mod file through OpenMPT doesn't fix these files then I don't know what the problem is or why it's happening to old .mod files.

#17 might be a good solution to help prevent this issue from occuring if for some reason storing .mod files on Github causes them to get changed in a way that makes GBT Player unhappy.

Ultimately, it'd be awesome to have help hunting down and noting the names of the .mod files that are problematic in this issue's comments so they can be tested and hopefully fixed.

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