In this example using a ヲ character will now display character 166 from your. You can provide a custom mapping by editing your font's. You can create variable width fonts (with characters less than 8px wide) by filling the right edge of your font's characters with magenta #ff00ff like the example below.īy default fonts use an ASCII mapping with character code 32 (Space) mapping to the top left character in your font. Clicking the cursor or frame image will open them in your selected image editor, alternatively you can find the files in your project's assets/ui folder.įonts can be found in assets/fonts and consist of a. Use this section to view the frame image used for dialogue windows in your game, the cursor image used in menus and to select the default font for your project. You can override the sprite sheet used for individual scenes by editing the scene's properties or by using scripts, see The Player. Default Player Sprites Įach Scene Type can have a different player sprite sheet, use this section to replace the default spritesheet that will be used for each type. The first time you build your game after enabling this mode a default border image will be copied to your project in assets/sgb/border.png, edit this image to replace the border with your own. This mode will allow you to set a custom 256px × 224px border image and color palette to use when your game is run on compatible hardware or emulators. To enable support for Super GB click the Enable Super GB Mode checkbox. See Colorizing a Scene for how to use background palettes. Once color mode is enabled you can select up to 8 Default Background Palettes and 8 Default Sprite Palettes, these are the palettes that every new scene in your game will use unless you specifically override them. Click the Enable Color Mode checkbox to enable. GB Studio has support for GB Color when your game is run on compatible hardware or emulators. Clicking the Project View Button and selecting Settings will take you to a list of your project's settings.
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