I just built it up slowly, making small tools to help me make sense of what was going on while learning GBDK, before I knew it pretty much had something I could package up. I’ve had a lot of help along the way though, untoxa’s [0] engine rewrite, and the work pau-tomas [1] did on the music editor have been especially helpful to the project.
Been a bit absent from the community recently, not had the time, but hoping to get back on it again soon!
I’m always amazed at how many awesome games people keep making though, it makes me really happy as this the first of many failed side projects that I pushed on through to completion.
I assume GB studio uses this to make it easier to make decent gameboy games without manually allocating every byte of ram in handwritten assembly.
In general for Game Boy games the constraining factors are most often CPU and ROM (for large worlds and lots of graphics) and less so RAM.
Some of GBStudio's core is in C and some is in asm. The underlying compiler (SDCC) has been making noticeable gains in recent years, which helps. Plenty of room for SDCC to improve still, but very usable for projects.
FWIW, There is a large Game Boy homebrew competition put on by the community that just started this past week and runs for 3 months. (disclaimer: I'm one of the organizers)
Many participants (of all skill levels) will submit games written in GBStudio, and some will also write games in ASM and C.