Hi Game Maker community!
I trying to draw particles in a new surface with other sprites/elements but even with the same code they looks different than in the application surface. In fact, when are drawing in the surface the pixels of the circle below the particles are not been drawn.
Hi, started using shaders and I've noticed they lead to High GPU usage. (which I'm fairly sure is by design)
I'm using the Xor blur, and it essentially doubles my GPU usage from 25% to 50%
First I thought that was bad and I had to fix this, but reading upon it, it seems like its a good thing...
Hello and thanks for reading,
I followed a tutorial of casting shadows made by FriendlyCosmonaut where a single instance of an object called obj_shadows generates a surface and draws shadows of other instances by using with() in its draw event.
Without going into too much detail I am having...
The official yoyogames documentation for draw_clear_alpha says that it is "only for use in the draw event of an instance (it will not show if used in any other event)".
However drawing to a surface one time and then saving it to a sprite required me to do it outside a draw event,
The main problem:
As you can see in that GIF, I can scale it so that It will always stay 1:1. But I want to zoom in and out, and this is the problem. I will explain next:
I created a surface instead of using the Draw GUI event (I need to, because later I'll need to copy that created GUI...
Original png file size is 3.58 kb and file size of the saved buffer is 1088 kb, which is kinda sad. Is there a way around this, or am I doing something wrong? Any help is greatly appreciated :)
w = 128;
h = 2176;
surf = surface_create(w,h);
I read here http://gmc.yoyogames.com/index.php?showtopic=631986 that surfaces should be kept small, but are great for optimization.
This was a few years ago, thus I am asking.
What is the rule of thumb here?
"The English phrase rule of thumb refers to a principle with broad application that is...
I'm trying to do a bit of a strange thing where, explaining briefly, I want to draw a bunch of low res objects on top of a big high res object. It's a single screen game. To accomplish this cleanly, I thought I'd draw all the objects to a surface at low resolution, then in GUI...
I'm in trouble dealing with sprites that have some transparent parts. When I draw them in a surface (the surface has a background colour) the transparent part shows what's behind the surface. I'm uploading an image of this problem here.
The code is something like this:
I followed a somewhat out of date tutorial to build a simple lighting system I intend to expand, but while it works for the most part, the sprite bound to the mouse and the triangle primitives created by the walls leave behind afterimages like a windows 98 error.
I've gone through a few forums...
I've been working on a game in GMS 1.4.1804. All of a sudden, I'm getting the error message "Unbalanced surface stack. You MUST use surface_reset_target() for each set." This occurs when the player is being prompted to enter a high score. I tried searching my game for the...
I need to apply a lighting effect on my game depending on the players position, the room is very big so I can't draw a black screen on the whole room or it gets laggy.
This is the draw event of my obj_lighting_controller
var b = 600
var c = 1000
I have a shader for all my rooms of the size below:
nightCycleSurf = surface_create(8192, 8192);
But it causes lag, so how can I make the surface to be just the size of view (which is variable of size and position in the room)?
I just copied all the shader data from a youtube tutorial so I...
I am new to this forum, so hello to everyone. English is not my native language, so forgive if you sometimes find it strange what I write.
I am programming a game where players can modify the level (a sprite) in a way similar to what lemmings (the classic game from 1991) do while they dig.
After a couple of years coding with game maker, I usually end up having issues with the drawing part, getting blurry edges with the wrong color or how to deal with anti aliasing in general. During that time I learned a lot of little things on how to draw properly (rounding positions...
Hello, dear GameMakers! I am looking for something like custom room speed for example for GUI layer (Draw GUI surface). I am making a visualization and I need to make a increasing the speed of this simulation and don't changing the room speed for other surfaces. Any ideas?
The problem i have is that drawing the application surface or any surface for that matter in the Draw End event results in just a black screen. Everything that is drawn in the Draw GUI event still shows up though.
Drawing regular sprites in Draw End works fine too.
I just use this...
So I was testing a way of making a floor for my game that uses a For statement in a created surface.
It's basically for making lots of tiles and then making a fade effect on all of them at the same time, something like this:
The size of the room is 2560x1440 and the important part of the code...