History of the sprint mechanic in Koppy Kopsocks
This 1 mechanic has unbelievable amounts of lore
Old sprint mechanic
When I started working on Koppy Kopsocks (which at that time it had the old name "Kumper"), you only had to hold B to sprint, which it was something that the engine already did for you on default.
But as I finally started to get feedback on my game, many pointed out how unpractical it was to use the jump mechanic with the
button when you also had to move with 
buttons (this was a big deal when you played with a D-pad, and I understood the struggle when I tried testing it with a controller), many recomended me to move the jump mechanic over to the B button, which it was kind of a conflict since you also used that button to sprint (I tested it out and having both mechanics on one button can be conflicting depending on what situation you're in).
Note that there's only the
D-pad,A&Band theSTART&SELECTbuttons.
I couldn't move the jump mechanic to the A button since it would replace normal jumping, the main reason I kept normal jumps when I had the special jump mechanic was just to keep the gameplay smooth (since you'd have to hold down for a bit just to jump over a small ledge, which it would disrupt the flow over small things).
So I ended up moving the jump mechanic to the B button and moving the sprint to the D-pad buttons as a double-tap event (just like in Kirby).
Double-tap sprint
When I first tried to implement it I tried to follow my same technique as I used to code when I made games on Scratch, but GB studio has many factors that makes scripting different (it's made specifically for Gameboy games so that's obvious), so I tried going to Reddit and found a post with a solution... except that it didn't work (and the comments also pointed it out) but there was no more activity.
So I dedicated weeks (I think it got to a full month) trying to figure out how to make a double tap script event, I rewrote the script many many times until I ended up reverting it to the old sprint code (hold B to sprint) just so I could release the "halloween update" on halloween.
After that I continued working on the new sprint code, I finally made it actually work but it was very unresponsive (and as I'm writting this post it still kinda is), so I spent more time trying to polish it until I burnt out and didn't work on the game for like 2 months until now.
Recently I came back to developing the game and I'm still trying to polish it, I already rewrote scripts many times just for it (which it just made it more unresponsive LMAAAOOOO)
I drew that doodle of Koppy in 27th october 2025! I might share all of my doodles & sketches of him someday.
#koppy #kopsocks #koppykopsocks #devlog #gamedev #digitalart #art #doodle #procreate #procreateart















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