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masks

  1. Chimeric

    Tolerance doesn't work with sprite_collision_mask() with sprite_add()? Or user error?

    I'm trying to add a feature for Nova Drift that imports user's custom skins from the data folder. And it works! Except for one little thing: tempCustomSkinSprite = sprite_add(fullPath, 1, false, false, 0, 0); sprite_collision_mask(tempCustomSkinSprite, false, 0, 0, 0...
  2. If Programable_Matter

    Elementary Question about Masks and Transparency

    Simple Question. For some reason I forgot how to perform this action... I have a sprite which is a circle and is transparent inside (circle inside is transparent)..... Objects are inside the circle in the transparent area... however when I add a collision event with the object wihitin a circle...
  3. A

    Candle sprite mask

    Hi there - I'm trying to create a candle effect that slowly reduces in height over x amount of time. I think the best way to do this is to create a mask for the candle sprite and reduce it's height from the bottom axis....but I'm stuck. I believe this can be done via blend mode subtract? I...
  4. P

    Question - Code Mask Backgrounds - showing through a mask the background behind

    Hello, I've being trying to create a way to make a certain area of my level to show the background bellow. At the moment I have two layer of background, one with color (behind) and one without (front). my objective is to create a mask on the front background so i could see the behind background...
  5. I

    Help changing RGB sprite parts in game.

    I have a character sprite, also a red,green,blue layer mask for that character. so, I'm in need of changing the red, green and blue parts of the mask colors and merge with the base sprite, to give the appeareance of changing colors ... can someone help me with those ? i saw some things about...
  6. S

    GameMaker separate rectangular collision masks per sub image?

    will this ever be possible to do in the sprite editor? I really want to use objects as tiles since tiles are hardcoded at compile time however I need to use separate rectangular collision masks per sub image. this is because some of the subimages are not completely 16x16 rectangles and I want...
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