They normally use a chunking system for that, each chunk being a grid of tiles or blocks, and there is a bigger grid of chunks, then when the...
I just use an object called "obj_paused", and upon pausing, do:
if object_index <= last_object_before_menu_objects
If your putting the coordinates of each instance into a ds_list, that will be a hell of alot slower than having an "if pos is outside view" in...
The shader is set to "shd" but all the shader_get_uniforms are with p_shd, could that be it?
Could it be that you're clamping the food reserve to the max? then it will = the max, maybe change it to:
if (global.foodreserve >=...
Thanks, no actually most of the pictures are using per fragment lighting, but I think I set alot of them up to look more retro. You can tell it's...
Normalmap & specular materials:
Yeah, I got mixed up cus it's fract in glsl lol, normally I've got the error checker telling me
Your best making a 3d collision system from scratch, it's not that hard, once you learn about normals. A spherical collision system is one of the...
Why do you need to ask if it's a bool? I've never come into a situation where I need to ask this, there are only 3 main types: string, array and...
You know, there's a better way to do wrap:
///wrap(val, min_val, max_val)
val = argument0,
min_val = argument1,
max_val = argument2;
The scrollbar itself has 2 main variables:
The height\length of the scrollbar
and the position of the scrollblock
The position of the scrollblock...
If your using 3d, most of the normal sprite draw functions won't work how you want cus they're only doing calculations in 2d space, so you'll have...
The problem is your not affecting xc at all in the for loop, the i variable is meant to be used inside the for loop, so it should be used instead...
if attacking = false
sprite_index = spr_attack
image_index = 0
attacking = true
So is that code before you added obj_lightparent.id?
AH, I just realized what the problem is, basically the instance that draws the moving sprite and tells obj_lightparent what to do once the sprite...
If the problem is that the direction is switching twice per step, you could make a limit that only allows one direction change per step,
If you use with, with an object, it will loop through all instances of that object, if the object is a parent of other objects, it will also loop...
You could alternatively, when the player dies, destroy the instance, but at the same time create a new player instance, and set it's bullets to...