I'm a total beginner to gamedev and want to try my hand at making a 2d rpg, I've had a pretty easy time picking it up until now.
Basically what I'm stuck on, is that I have a few rooms created, and ordered the layers so that my little guy can walk in front of / behind the walls, fences, and...
In the latest version there is this new function that I'm not very sure about how to use it.
Could it work for top-down games that aren't 3D?
Would it be better to use this feature for depth sorting instances than other options like z-tilt, priority lists, or depth=-y?
EDIT; This technique uses black box behavior and is not reccomended
A better way is to keep using the perform_event(draw event) trick, but delay the grid update sorting itself with a few steps.
So some years ago I started out making my own top down game. Struggled with finding an artstyle...
First post to the forums, so hello everyone :)
I've hit a dead end with this problem, and I can't find a solution in the manual, forums, and google. I've been searching for a few days now.
I'm struggling to find any functions that would allow me to control when a sequence gets drawn during a...
Hello, I use a depth sorting system and a shader (which reverses the colors). However they work separately but when I use both at the same time, it makes other users of the shader and the depth sorting system behind the object invisible. Is it possible to use both at the same time correctly...
Hello! I'm trying to draw particles in the draw event of an instance, but this way doesn't seem to be drawn.
Create event of the object container of the particles systems:
particle_system = part_system_create();
part_system_automatic_draw(particle_system, false);
Draw event of an instance...
Hello,
GMS 2.3.1
I'm using this depth sorting system: https://forum.yoyogames.com/index.php?threads/depth-sorting-for-gms2-alternative-to-depth-y.26079/
I am trying ot make it work with this asset (which utilizes vertex buffers)...
So, I wanted to make a top down game with similar style like Stardew Valley, as a third year anniversary present for my girlfriend, going threw the most memorable memories from my point of view.
And with that I wanted to give the game some depth.
I got it working for all the instances like a...
Hello! I'm making a game in GMS1.4 with a draggable windows system but I'm facing an issue. When I click in a window that is behind another window, I want it to come to the top, but when I click somewhere where two windows are overlaping, the one at the bottom, if it was created first, comes to...
I posted this on the sub-reddit but I figured id try here as well:
So I have a vertex buffer drawing a bunch of sprites that are stacked one on top of the other in a vertex buffer. Each sprite has a "height" that I put into the vertex_position_3d 'z' function. Now everything within the vertex...
^^^ The above is a video of the issue I am having ^^^
SOLUTION BELOW
Issue:
So the issue I am having is that I am trying to sort each object via its depth to be either in front or behind objects near them. Much like the isometric / RPG trick:
depth = -y
What I have tried:
So here are some...
Hey hi,
I'm really confused: I have a few layers (background and instance layers) and a 3D camera setup but the draw order and depth are reversed!
For example:
layer A: depth 0 gets drawn over everything, is the farthest away
layer B: depth 100 gets drawn in the middle, is in the middle...
Since fake 3D is harsh on fps I've made so every world chunk generates one huge surface with all of the objects inside it, instead of drawing every object separately. It reduced draw calls by a lot, but now I am out of ideas on how to draw moving objects under or above some of the static fake 3d...
I tested this with over 700 static objects and it still got 240+ FPS on a three year old gaming PC. obj_depth_object is a parent for every object affected by depth sorting. The following code goes into the draw event of a certain obj_draw_controller object. Btw, special thanks to...
I have a bit of a delicate dilemma involving the drawing of depth in 3D. I have a boss object and a parent gun object, with depths of -10 and -100 respectively. One of the gun objects is a sniper rifle which draws a scope overlay when zoomed in. The boss object has a health bar drawn on the HUD...
Hey ALL!
I wanted to give a shout out to a new 2.5D sorting system I made I call Grid-Layers. :)
Here is a Presentation File that says what it is: (This is in the video, but I wanted to provide it separate too)
https://www.dropbox.com/s/jea942d31g6ta2q/GMS2_DepthSystem.pdf?dl=0
(don't use my...
First of all, thank you for visiting and reading this request. The issue i'm currently trying to fix is the silhouette system as it only draws the effect while it is behind another instance that is not part of the list; instances not using the depth system.
- All instances using the depth...
Hi everyone!
I'm new to this community and I hope i'm posting at the right place. So let's begin.
So I've looked into the dungeon demo to understand how in GMS2 you could create a similar effect of depth -= Y of GMS1.4. The main issue is they use their own built in variable to draw every...
I am having one hell of a time depth sorting with an isometric game I'm making. Here's what I want:
- I have characters around 44x54 pixels
- I have objects ranging in size from 29x55 pixels to 100x100 pixels
- I want the characters to be able to walk slightly in front of objects so they layer...
GM Version: GameMaker Studio 2
Download: Example File
Links: Asset on Marketplace
Summary:
In GMS1, "depth = -y" served as a simple, fast, dependable way to sort depth dynamically, especially for beginners. In GMS2, with the introduction of layers, it's easy to run into some trouble with this...