tiles

  1. M

    How to disable a tile layer when press a key.

    So, for example, how can i do to desactive the tile layer when i press enter and then reactive it when press enter again?
  2. Repix

    Graphics Tileset

    For the first time ever I've tried to make an actual connecting tileset... But since this is my first time, I'm legit stumped on if I'm missing any other tiles to make it work 100% That is what I've made so far, anything I'm missing here? or is this legit all I need to make it work? I might...
  3. T

    GMS 2.3+ Top Down Tile Lighting

    Im working on a turn-based rpg and im planning on doing a lighting system but still haven't figured out how I'm going to do that. Is there anyway to do lighting from tiles? I could make objects and do the lighting from that but it would make stuff like cliffs a little complicated?
  4. D

    Calculate Tile Size?

    So I'm trying to make a map that loops horizontally, but not vertically; this was easy enough. My code goes through and reads each cell of a ds grid and draws a different colour pixel on the screen depending on what value it holds. I have a "zoom" variable that is somewhere between 1 and 0, then...
  5. K

    SOLVED Expanding Vine Around Wall Tiles

    Hopefully I can articulate what I'm trying to accomplish. I have a projectile that when it hits a wall (in this case I'm using tiles), it creates a vine object at that position (snapping it to the 8x8 grid that the game uses). I then want that vine object to expand for a couple more grid spaces...
  6. zendraw

    Windows tileset layer not showing

    a tileset layer in my room is not showing, its visible, nothing is above it, its just not there. but in game it is visible. what culd the problem be?
  7. Tobey

    GMS 2 Check if an object is completely colliding with a tilemap

    I am currently creating void (areas the player can fall into) collisions for my top down game. The void is defined with tiles and a specific tile layer and I want to check to see if the players entire collision mask is inside of the void tiles similar to the rectangle_in_rectangle() function...
  8. junixbr

    SOLVED Tile collision

    I'm having a hard time running a small tile collision system. The lateral (horizontal) collisions are perfect, the negative vertical collision too, but I cannot make the positive vertical collision work. I don't know if it has any influence, but the game has infinite scroll (the screen does not...
  9. N

    Question - IDE Choosing number of frames for tiles

    When creating an tileset and opening the animated tiles option, why does it only let me choose either 2, 4, 8, 16, 32, 64, 128 or 256 frames? What if I want to create a tile with 6 frames? Why can't I just type in the number of frames, it doesn't let you, is there any way around this please?
  10. Athena's Owl

    GMS 2.3+ Creating objects stored inside of a ds_grid into a large room

    Is there a way to create objects into a room that are stored inside of a ds_grid? Instance_create_layer or depth doesn't like when I try and place a something other than a direct object and gives me an error. I can draw my ds_grid when I have sprites stored in the draw event, but I imagine when...
  11. T

    Graphics Making textures

    Hello everyone. Been having a hard time finding tutorials on creating textures for a game, even the tutorials and practice work I'm doing doesn't really go into it. I'm going for something with a Paper Mario look for it. A combination of 2d and 3d objects with a cartoon type of texture on it...
  12. Slyddar

    Asset - Project Tile Based Moving Platform Engine

    Tile Based Moving Platform Engine This tile based platform engine uses efficient tiles for instance collisions, as well as incorporating those efficiencies into horizontal and vertical tile layer moving platforms. Some of the features of the engine : Tile Based Collisions : Tiles offer the...
  13. konkrz

    Autotiles Helper by @Homunculus help

    I could use some help with the Autotiles Helper asset by @Homunculus marketplace asset. I am finding difficulty implementing it in my own project. What I can't figure out is how to make it assign sprites to the instances already in the room, though it seemed simple enough at first. I tried...
  14. zendraw

    GMS 2 tiles & depth

    how do you apply depth to tiles so that player can go behind them when his bottom is above theyr bottom? and infront when his bottom is below theyr bottom. basicly adding the -y depth thing, or similar. only way i see is making diffrence betwean layer`s depths the same as the grid and making as...
  15. J

    GML Odd Numbered Mask Dimensions and Tile Collisions

    Hi all, Context: Getting back into a game maker project after over a year and was playing around with some code and functionality I have posted below (not sure what happened to my old forum account but had to register again even though I have on here for at least 5 years now?). The code...
  16. P

    GMS 2 What is the most efficient way to make Multi-Height Level Tilemaps

    First of all, it is important to notice that the game I develop is made to be look like isometric. But it is done using tilesets and tutorial of Shaun Spalding and some fundamental functions of isometricity coordinates translation. So the actual problem is until now I have been using Shaun's...
  17. S

    GML How to depth sort tiles that are bigger than one tile as one object?

    I've come across a huge problem, basically, I can either create loads and loads of individual sprites and corresponding objects to then place in my room which is really not a good way, or I could use tiles. I have a tileset of grass and trees where the trees are 3x2 and made using the brush...
  18. VacantShade

    GMS 2 Custom Tile System

    PREVIEW: I'm implementing a custom tile system into my project, because I'd like more flexibility than what the current system allows. I've already added the system, and it works fine, but I believe it to be very inefficient. Below I'll detail some of my goals and then how my system works. It...
  19. D

    Top down racing game: track tiles and offroad areas

    Hi all, I'm working on a topdown racing game, my idea is to draw different terrains surfaces and tracks using tile layers. one tile layer for terrain (grass, dirt, sand ecc...), one tile layer for the track (straight, curve ecc...) and one instance layer for objects (houses, fences ecc...)...
  20. J

    Tile collisions using grid for a large room

    Hi I'm new to GM and would like to clarify if I'm on the right path in how I'm considering creating my game. It's a top down racing game that will be on a very large room/map. Before I design and draw the room I would like to make sure it'll work. Basically there will be sections of road that...
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