Hey Guest! Ever feel like entering a Game Jam, but the time limit is always too much pressure? We get it... You lead a hectic life and dedicating 3 whole days to make a game just doesn't work for you! So, why not enter the GMC SLOW JAM? Take your time! Kick back and make your game over 4 months! Interested? Then just click here!
I've swapped over to tiles and vectors for collisions instead of objects.
I'd like to be able to create an array of 16*16 tiles for each level that I can simply load externally, and just reference the tile index for collisions. I know I could do all of that with the GMS2 tilemaps, but I'd also...
!! I'm working with GMS 2 !!
Okay, so, for my game (which is quite simple) I need the ability to save and load tilemaps. My attempted implementation is to use JSON as the save format. I'm trying to get loading to work first, as saving is pretty easy.
The problems I'm having, are:
Tilemap...
Disclaimer: this is my first post on the forums here, so I can't provide a link to the tutorial I was following.
So, I'm working on a top-down RPG, and found an excellent tutorial on pixel-perfect tilemap collisions. It works flawlessly when colliding with objects, but when the player object...
I have basic movement/collision for my game working using 'get tile at pixel' however this appears to only tell you that there is a tile in that grid position, and has nothing to do with the actual tile collision mask.
Therefore if your tile is a slope, for example, the collision isn't...
Hi all!
I'm developing game called Zzzz-Zzzz-Zzzz where player explore dreams. One of dreams implements shake tile mechanic. It should look like(starts from 9:18):
Everything was OK at GMS1.4 until I've imported project at GMS2
I had a tileset which I used to create level. Then I had objects...
Hello all,
This is my first post on this site, so I apologize if the formatting of the post is done wrong.
But anywho, here is my question: I'm working on a practice top down rpg style game, and I followed GMWolf's tutorial on how to use tilemaps collisions. Now I've gotten everything working...
I would like to copy part of a tilemap to a surface so I can pass it to a shader.
The problem is that there only seems to be one function for drawing / copying a tilemap; the draw_tilemap() function, which draws the entire thing (requiring the target surface be the size of the room, which is...
Hi everyone.
My game (traditional old school horizontal shoot em up) uses a time based spawn system for enemy waves and all other events in general. I prefer to keep a fixed view and make everything scroll towards the player.
But designing levels this way is very time consuming and boring...
Tilemap collisions aren't working.
Here's my create event for the player:
move = 8;
//Tile map info
var l = layer_get_id("Collision_Map");
tilemap = layer_tilemap_get_id(l);
//Sprite info
sprite_bbox_left = sprite_get_bbox_left(sprite_index) - sprite_get_xoffset(sprite_index)...
Hey everyone,
I'm about to start working on a project and I have a fairly large tilemap set up. In the game, I would like the user to have their own sort of editor. I envision them being able to open up some menu, select the tile they'd like to draw with, and proceed to create their own...
Is there a way to make a certain tilemap layer larger than the room size?
so i can stop any gaps at the edges if i offset a tilemap layer.
Just wondering. would save having to make another layer underneath it and offsetting the other direction just to fix any gaps.
Thanks for any info.
- Reax
GM Version: GMS 2.0.1.33
Target Platform: ALL
Download: N/A
Links: Video Link
Summary:
Tile maps in GMS 2 allow you to quickly and easily build up the graphics for your level. However, They are just as powerfull when designing the layout and handling collisions in your games.
In this video...
Hello!
With the complete revamp to tiles I thought i'd have a look at a demo and see how to work with the new set of functions. I noticed the collision in the platformer-demo checked against an invisible tile layer with the tilemap_get functions. These functions return the number of a tile...
For a giggle I streamed me making Scramble from scratch in GMS2 this morning. The below is the result so far. Well, I say so far - I've run out of time today and building the terrain up will take quite a while. It did only take a couple of hours, so don't expect it to be perfect! :)
Still...