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Hi guys,
Hoping someone has an answer for me (and it's probably an easy answer).
I am trying to deactivate objects that are outside a region (view plus buffer outside the view), and reactivate them as they come into the buffer zone.
The instances are deactivating fine, but only reactivating...
So I'm not sure if this has already been addressed for gamemaker 2.
I'm trying to figure out how to move the camera at sub-pixel increments for my game. I actually had this working in the older version of gamemaker but I wanted to upgrade. I am used to using views instead of this new camera...
Hi guys,
Any reasons you can think off as to why I am losing performance after going to Full Screen?
There isn't much in my game as far as objects are concerned (player, camera, surface, solids)
I have tried eliminating causes e.g. loading without surface layer, but still the same result...
I was recently 'pulling my hair out' trying to figure out why my code for drawing a cursor (without mouse_x and mouse_y) to a camera view wasn't working... and I'm still not sure.
I was using functions like camera_get_view_x(camera_get_active()); as suggested in a YT video I found "Using and...
So I wanted to try and make the view move dynamically between "subrooms". I created this system for subrooms, where when a player collides with a specific object, it will define the subroom, and a seperate object will define the dimensions of said subroom within the room. The camera object is...
GM Version: GMS2
Target Platform: All
Download: https://www.dropbox.com/s/6npeyqa27jj8tvv/cameras.yyz?dl=0
Links: Below
Summary:
A tutorial that covers creating a smooth camera and implementing panning and zooming.
I mainly made this tutorial to let people know that they don't have to use...
What would be the easiest way to make enemies in a 2.5D FPS game facing multiple directions? I'm thinking like Doom or Wolfenstein, or any 2.5D game really, where the enemies have different sprites for like 8 directions and they keep changing depending on what angle the player character sees...
This thread will serve as documentation for those who've purchased the asset
Check out the main page on Itch.io
Importing into your project
First thing's first.
How does everything work? Where do I start? How do I avoid breaking everything?
Controls
Explaining the code
There are...
Hey I made an option to switch the viewport: the viewports are exactly the same with the difference, that the border is bigger/smaller my code I used for switching the viewport is this :
if global.locked_cam = 1{
view_visible[0] = false;
view_visible[1] = true;
}
if global.locked_cam = 0{...
I released a series of scripts to the Marketplace that allows you to use popular cutscene effects very easily and is very customizable to your game. All you really need is 3 scripts to activate the cutscenes (Create Event, Step Event, Draw GUI Event). Then whatever you want the cutscene to do...
Hello developers,
I seem to have a problem with a camera object of mine, my game is a 2D game that has a 3D perspective, the thing is I have a main camera that shows the screen and stuff and it works perfectly fine, I decided to add another camera that focuses on the "player object" and...
EDIT: Putting this at top because its now the main question but i am still not sure whats with the playerachievementcache.dat file in the programs files
i think i probably posted this in the wrong area before so i'll repost it here:
ok so i have a script that will either create a new game and...
I'm taking HeartBeast's Turn-Based RPG course and I've been having a bit of trouble with converting it to GMS2 in regards to the new view system. Here are the compile errors I got:
Script: view_approach at line 14: unexpected symbol "=" in expression
Script: view_approach at line 14: malformed...
Hi, new to GameMaker (v2). When setting up the Camera Properties in my Room Settings, I also notice something called Viewpoint Properties... I can't seem to find much info on this. What does this do, and does it need to be the same size as the Camera Properties?
So... I seriously, desperately need help with this thing. I wanted to try and figure this out on my own, to not have to bother you all about it... to no avail. It's been weeks since I tried to implement this stupid thing, and I still can't figure it out. So... nya.
What I'm trying to do: I am...
So i've used the camera tutorial that is part of gamemaker and I *think* I understand it but i may be missing something. This is the code I have set up:
theWidth = 812;
theHeight = 375;
view_enabled = true;
view_visible[0] = true;
view_xport[0] = 0;
view_yport[0] = 0;
view_wport[0] =...
Hello! The issue I bring you today is one that's been stumping me for weeks, so I thought I'd bring it to some individuals who perhaps know a bit more than I do.
I'm trying to make a camera for my game that functions in an... unorthodox way. At its core, it's simple: it follows the player...
I want the camera to follow the player but not show empty parts of the room. For example in some Mega Man games the camera will follow the player as though their about to fall down a pit at the bottom of the screen until they get close enough then the camera will follow them down the pit to a...
I am making a camera code. It looks like this:
var length = point_distance(obj_player.x, obj_player.y, mouse_x, mouse_y) /2;
var dir = point_direction(obj_player.x, obj_player.y, mouse_x, mouse_y);
view_xview[0] = lengthdir_x(length, dir) - 960;
view_yview[0] = lengthdir_y(length, dir) - 540...
I have encountered a major difficulty when developing a native camera extension for Android.
Here's a link to what I could come up with, pretty much copy and paste from stackoverflow but using GM's RunnerActivity and async events.
https://github.com/ericbunese/GameMakerStudioAndroidCameraClass...