T
Tronco
Guest
Hi everyone.
My game (traditional old school horizontal shoot em up) uses a time based spawn system for enemy waves and all other events in general. I prefer to keep a fixed view and make everything scroll towards the player.
But designing levels this way is very time consuming and boring.
Watching the Blood Money remake in GMS2 video by Mike Dailly (A big thank you Mike for all the great games you did back in the days!) and how it handles screen scrolling, I had an idea.
Can you use tiles (or even better, sprites/asset layer) as a trigger?
So that you can assemble the whole level in the room editor, make the whole tile (or asset) layer scroll towards the view and when a particular tile enters the view it spawns an enemy in that specific coordinate?
It's like object placement but a lot more lightweight and without having to deactivate/activate the instances (which make, I think, impossible to design the level with objects this way because you can't move deactivated instances)
Does the new tile system in GMS2 make this kind of trick possible? Can it be done even in GMS1? (I never used the room editor and tiles that much...)
Thank you
My game (traditional old school horizontal shoot em up) uses a time based spawn system for enemy waves and all other events in general. I prefer to keep a fixed view and make everything scroll towards the player.
But designing levels this way is very time consuming and boring.
Watching the Blood Money remake in GMS2 video by Mike Dailly (A big thank you Mike for all the great games you did back in the days!) and how it handles screen scrolling, I had an idea.
Can you use tiles (or even better, sprites/asset layer) as a trigger?
So that you can assemble the whole level in the room editor, make the whole tile (or asset) layer scroll towards the view and when a particular tile enters the view it spawns an enemy in that specific coordinate?
It's like object placement but a lot more lightweight and without having to deactivate/activate the instances (which make, I think, impossible to design the level with objects this way because you can't move deactivated instances)
Does the new tile system in GMS2 make this kind of trick possible? Can it be done even in GMS1? (I never used the room editor and tiles that much...)
Thank you