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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...
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...)...
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...
So, suppose you were working on a tile collision engine. If you have a tileset with three tiles in it, is there a way you could use tilemap_get_at_pixel() to determine which specific tile from within that tileset it is at that pixel? I tried something with & tile_index_mask, but it didn't work...
Ahoi hoi comrades.
I make a Game where you can interact a bit with your enviroment and so i want a Tileset that destroys its single components at impact. bit with all the "layer_tilemap" functions i can just change all of the tiles in the tileset.
Is there a possibility to change single tiles in...
Hi,
I am making a RTS game with... ants, and I was thinking to add some shaders or something to the underground, so it has details and does not seem plain images. So I thought about lights, I like the light used in the game called Empire of the Undergrowth, but is a 3D game.
The underground...
Our game is a 3/4 perspective one, with z-axis support. So you can jump around, get on elevated platforms, and all that. It's working, except for the depth system.
For the platforms, we have tiles, and each tile layer has its own z position.
Here's an example of what we need:
The hill and...
Hello GM awsome community !
It's a tricky question (for me, at least). I'd like to optimize my program by replacing my different "non-living" objects by tiles.
Today, as soon as a npc dies, I replace his object with a simplier one, with a unique sprite. When an explosion occurs, I create a...
Hello
Last few days I was searching all over Google for a way of setting the depth (basically like with depth = -y for objects) for an individual tile. I saw lots of threads, but most of them just ended with links to other tutorials that only used the layer depth or the tile_set_depth function...
Hello,
Is there a way to randomly spawn tile in the world that have a random tile image.
I have a grass background and a couple of grass tiles with flowers on them is there a way to make the flower tiles get created randomly in the world without using several randomly spawning instances with a...
Hi I was wondering if there is a way to check if a tile depth exists. For example say I have tiles being displayed at a depth of 1003, how would I check if that depth has tiles in it (No specific tiles, just if a tile is at a certain depth).
So, i am making a tower defense game and i want to make it so whenever my mouse hovers over any tile that isnt the dirt path, a different tile replaces it. could anybody help me? i have 0 experience with tiles
Hi I'm new to GameMaker. I'm using GameMaker 8.1 Lite and I have a problem with tiles. Whenever I try to place tiles (in the room properties), I have to be zoomed in a specific amount or else it doesn't place under my cursor, and instead will place it somewhere far away from where i want to...
How's it going, guys?
I have recently upgraded to GMS:2 and have been working with the new auto-tile feature. I have mastered the 16 tile layout, but can't get my head around the 47 tile system. Are there any good tutorials out there that would help me with this?
Cheers!!
This is a full game engine. With just 3 lines of code you can be running the entire 2048 game.
Support for custom images and styles.
New update (22-Mar-2019). In this updated I completely re-coded the game engine. Taking advantage of ds_maps for data storage. Shouldn’t be too hard to update...
HEYO!
So i've been porting my game from GMS1.4 to GMS2....
But i've hit a snag...
I can't seem to blend a tile?
Any help is much appreciated....
As for what i need to blend tiles for... it's an enlarged pixel grid you can draw on.. needs colours.
I was originally going to use objects for collision and I had a safe assumption that I could do base building with that. However, I decided to go with tile collision and now i am concerned that using the tile and tile collisions won't do well with base building and destructible...
I can't, for the life of me, figure out how to do precise collision checking with tiles. "tilemap_get_at_pixel(tilemap_element_id, x, y)" only returns whether or not a tile exists in the current cell of the room's grid. I need a function that can do precise collision checks on tiles that have...
I need some code for basic player platformer movement, except instead of colliding with objects, he will collide with tiles. Please help. do i just replace (x, y, object) with x, y, "Tile layer")? I would really appreciate some help.
I need some help. I want my player to collide with the tiles, but when i play it, it jitters against the tiles. How to fix? Thank you!
Code:
Create
move_speed = 8;
jump_impulse = 21;
grav = 0.75;
v_speed = 0;
var l = layer_get_id("Collision");
tilemap = layer_tilemap_get_id(l)...