Here's a really simple example: var _sprite_width = 32; var _spacing = 10; var _y = y; for(var n = 1; n <= 10; n += 1){...

It seems like you only need to compute the total width of a row, and then offset the start of that row by half of that width. However, you'll also...

Well, I only have GMS1, but it appears, reading the GMS2 docs, that there are other ways of setting an orthographic projection, using camera set...

If you're using an orthograhpic projection, and you want things to be scaled 1:1, then you must set the size of that projection equal to the size...

Did you use camera apply after setting the surface as the render target, but before drawing anything to that surface?

The only falloff model that will drop to zero gain at any distance are the linear models. The exponent_distance and inverse_distance models can...

Because of the way the depth buffer works. You'll need to turn on alpha testing, and choose a alpha testing reference value.

The first d3d_transform, should be a "set", just in case whatever came directly before it wasn't a set_identity. Also, make sure the sprite...

I misunderstood your problem. I presumed you were using an isometric transformation to go from world to view space. I also presumed the random...

If you want image_alpha or draw_set_alpha to have any effect, then just getting the alpha value out of the texture alone is not enough. You'll...

Do you mean that you want to instantaneously change to a different direction, but keep the same speed? Apparently, there's no built-in variable...

Can you tell us how you are drawing your game? In other words, if we knew how you get from the game's world space to what you see drawn on the...

If that is a quaternion then it doesn't represent a rotation around a world axis. If it did, it would only have two values that were non-zero....

If you show us exactly how you are setting up your camera or your view and projection, we can be sure we are helping you get correct answers to...

If you provide a diagram explaining exactly how you created the curves in that healthbar, it could help us help you to come up with the most...

You should already know the position of your camera if you've built it using matrices. However, it can be extracted out of the view matrix if...

Ok, first apologies because I am still not 100% sure I understand what you're doing. However, if all of the quaternions are doing rotations...

Do all the quaternions represent rotations around the same axis (i.e.,you could consider it 2d when viewed from one direction)?

What value exactly are you trying to find for your spine rotation? An angle to rotate around the z axis?

It will produce weird results if the light is ever anything other than 0 or 1. Like when will you ever encounter a situation where you can see...