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This template and tutorial allows you to be able to have a Fishing System in GB Studio

Below are downloadable files that contain the Fishing System Template.

(Made in GB Studio 3.1)

Try the DEMO to have a feel of the system.

Press Start, go down to the end of the dock and press A to fish. Cancel anytime by pressing B. Try the left side of the dock, the right side and even the upper right corner.

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WARNING: THE NUMBER OF EVENTS IN THIS SYSTEM ARE A LOT. IT TOOK ME A LONG TIME TO MAKE IT WORK SMOOTHLY. ESPECIALLY THE "SHOCK EMOTE" ONCE A FISH IS CAUGHT. 
THE NORMAL "SHOW EMOTE BUBBLE EVENT" GLITCHES (it suddenly appears in other actors). SO I HAD TO USE A SHOCK EMOTE ACTOR TO ACHIEVE A SHOCK EMOTE APPEARING ABOVE PLAYER AFTER EACH FISH IS CAUGHT.

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Features (and reminders):

  1. Allows your character to go fishing.
  2. Both systems and animation sprites are included to give you an idea how this basic fishing system template was made.
  3. You will see your character use a fishing rod, have water ripple effect, water splash once fish is caught and see the sample fish caught all in a 3 - 10 second randomized formula. Feel free to use the DEMO provided and play around with the system so you can fully understand how it works.
  4. You may press B to cancel fishing anytime and even if you're in the middle of fishing.
  5. The scripts and formulas are readily made so you don't have to worry about that anymore.
  6. I CANNOT STRESS THIS ENOUGH: For each direction you fish - up, down, left and right. Your events, position, actor sprites should correspond to them. Remember, if ever you copy this into your other GB Studio projects some of the actors will switch sprites. It will mess things up. So you will need to double check everything. If you want this to work smoothly you can work with this project first then adjust from there.

Important Reminder: 

If you are to make your own character fishing animation, make sure to check the positioning I made in the Sprites section. Because for me to accommodate the fishing rod, I had to adjust a little bit with the sprite animation art since you cannot limit the fishing rod in a 16 x 16 box.

Limitations:

  1. Each time you fish, it will take 3-10 seconds for you to catch a fish.
  2. You will catch a fish 100% of the time if you just wait
  3. This system doesn't include timing of when you catch a fish by pressing the button fast. You cannot "miss" just like in Stardew Valley.
  4. This is only a basic fishing system showcasing animation in all four directions.
  5. Limited character fishing animation due to the limit of GB Studio.

Do as you wish with how this template works, you may tweak it, copy and apply it to different scenes and even add your own formula on how to catch a fish. Maybe make a game about catching fish or just add the timing and allow your character to miss.

If you're having a hard time to make it work. Just copy everything to the dot then work from there :)

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*Purchasing this will encourage me to make more systems and even graphical assets!

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Special Thanks to: PixelPete of Gurb's Adventure (for the dock) and CobGoblin (for fences)

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In order to download this asset pack you must purchase it at or above the minimum price of $3.99 USD. You will get access to the following files:

GB Studio Fishing System Template Download (by AA Studio).zip 287 kB

Comments

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Hi! I'm thinking about putting a fishing minigame in my game but I'm still figuring out gb studio. Can you make it so there a % of chance to get, let's say a boot, another % of chance to get an  actual fish, etc.?

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to elaborate: if its 100% sure there's a catch, can you make it so you won't neccesasarily get the same thing every time ?

Hi there! I get what you mean! That is very possible. But the system I created is only a template for 1 item. You will need to add another "Math Function" that makes a variable value random for said item. And then another. Then you will just correspond it with the actor sprite that will pop up above player once received. It's quite a tedious process to include other items. But I will see if I can make a different fishing system version.

Here's a guide for you maybe you can do it:

If $CatchFish Value 3,10 (this is what I did, the catch function ranges from 3-10 which is connected to a 3-10 second timer)

therefore you will catch a fish within those seconds.

What you can do is

Retain the random formula but change what comes out if the value becomes ___

So that being said, you can make it if value is 1 = it will change the actor to a boot. 
If value is 2 it will change actor to bread. If value is 3 = a fish. So on and so forth. 

But be reminded that there are limits to the actors okay? You may opt to do the animation frames though if actor limits are an issue.

that is such a well develloped answer thank you so much! I will brainstorm on this and get that template of yours at some point to work on it :P

Sure thing! Will probably make an updated version in the future if I find time :) Thanks for the support!