sub image

  1. bob97470

    GMS 2.3+ Setting image index does not display the expected sub image

    Encountering a strange issue in regards to image_index. problem is reproduceable. create new project create sprite and resize to 96x128. (resizing may not be necessary) create 29 frames and draw the numbers 0 through 28 in them. (drawing the numbers is not necessary, but helpful to see results)...
  2. jackrucel

    Legacy GM Is there a problem in have 50 sprites instead of 1 sprite with 50 sub images?

    Hi guys,I was wondering what is the consequence of having 50 sprites instead of one sprite with 50 sub images,I find that using a lot of sprites in some occasion makes the code way more readable, but what are the consequences of doing this?dos the compiler become slower?dos the game become more...
  3. jana

    [SOLVED] Change sub-image in path

    You can change the sub-image of an object that's on a path, can't you? My code doesn't seem to be working. I want to change the sub-image based on which direction the object is moving in the path --- up, down, left, right. This is in the create event: image_index = 1; image_speed = 0; This is...
  4. D

    Legacy GM Subimage Limitation?!?

    Hello everyone... I was trying to make character sprites with lots of different movements, combos, finishers and non-combat adventure animations like sitting, eating, crafting, etc. So i made a huge sprite sheet for all combat moves, and it took 310+ frames to make it. I import sprite into...
  5. A

    Animated sprite begins playing at sub_image 1-WHY?

    here the whole proj file just in case https://www.dropbox.com/sh/hejle9xb5t4veay/AABRwpsdZb7L6kiMUjfq4JXTa?dl=0 "Q" slows down room speed "R" restarts room its weird, when the sprite first plays it starts at sub image 1, skipping sub image 0 (the first one), but then when it loops it does play...
Top