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I made an extremely simple tile set to use in a 16 auto tile set. It is 16x16 pixels. However, as soon as I choose a tile to use in the second slot, it turns red. After it's finished, it won't work at all in the room. There doesn't seem to be anything telling me what's wrong, and I checked...
I'm experimenting with tiles tonight. I never really used them in GMS1.x because I found them to be a pain, but luckily that means I don't have to unlearn anything first.
I read the Help documentation on Tilesets, the Tileset Editor, and Autotile, and watched GM Wolf's tutorial video. I'm...
[SOLVED]
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I AM WRITING IN CAPS, BECAUSE I AM SO EXCITED!
The problem really was my wrong zooming in.. To make it more clear : my base resolution of game is 640x360 . When zoomed, it was 448x252.. Somehow I thought that if I keep the same aspect ratio, nothing bad could happen. Oh...
There is something blocking my tiles, I've played with changing the depth of the layer I'm putting my tiles on, tried erasing the background but nothing seems to work, is this a bug or am I missing something obvious?
two screenshot of the Background color changed and erased.
my code
layer_id...
This one caused me quite a headache:
The Image shows non-aligning tiles on a layer depth of -10000 (same with -100).
It seems to be an issue with tiles on layers with negative depth, maybe? Because when I set that layer to 0 it works as desired. (Layers and tiles created through gm2 code)...
I am using tiles for random map generation and the map sizes are quite large. We're talking 50,000 x 50,000. Hence why I am using tiles instead of instances for the map.
The generator works good enough at the moment but I intend on using motion planning for the path finding.
So now you surely...
Hello everyone, Im trying to make a room that has a black background with a tiled wood background on a portion of the screen. This might be way simpler than Im making it, but Im clueless.
here is my code:
Create:
MaxX = (room_width*0.8)/background_get_width(bgWood)
MaxY =...
First things first, I looked all over and found nothing on this topic anywhere, so if there was already a topic like this started, I apologize.
Now, I understand that what I'm asking is quite advanced, and could be out of the scope of GameMaker all together, so this is something I'm already...
Is drawing auto-tiles through code possible yet without actually choosing the indices of the sprites within the tileset themselves? If so, how would I go about doing this?
If not, can we expect a method to do so? That would be amazing!
hey, i'm new in gml, and, i want to know how to generate a random number of tiles (terrain), in code
i want to make something like this
btw, sorry for my bad english, is not good enough
https://postimg.org/image/xe56aqtxp/
Am I right that there is no possibility for isometric graphics in Studio 2?
In the room editor, when you select a tileset, the grid snap settings are locked to whatever the tile size is, meaning you can't have overlapping tiles.
Am I being stupid and just not doinitrite? Or is there some way...
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As I am new to game maker I have a few questions concerning views, tiles and resolution.
Im currently working on a pixelated platformer that uses tiles that are 16x16 and 32x32 pixels.
I have the view following the player and using a screen shake at certain moments.
my current view is set to...
How do I...
1. return the index of a tile (meaning what background it's using) given a "string" in quotes containing it's name.
eg. After I find there's a tile I use this
if background_get_name(tile_get_background(tile_found))="grass_tile"
,but how do I turn that into a background index...
GM Version: Latest version of GM:S
Target Platform: ALL (Tested on windows, but should work on all)
Download: Project File with Animation System Scripts
Links: N/A
Summary:
A very efficient way to handle animating tiles in Game Maker Studio. Let me know if you have any questions!
IMPORTANT...
I've been trying to make 2D Ambient Occlusion to spice up my game a bit. So far I've gone with a few techniques, first shaders, then surfaces, and now I want to try tiles. However, I'm way over my head, It takes 256 individual tiles to make the entire map. I saw while reading the Documentation...
Hi
In an isometric game, I'm swapping an object at a certain position and depth for a tile at the same depth to save on draw time.
proxy_tile = tile_add(FloorTiles1, tile_x_start, 0, tile_x_start + sizex, sizy, xx, yy, depth);
visible = 0;
Then I am setting my object to be invisible but...
What is the best way to make a code that would read numbers 13, 14, 22, 24, 33, 34 as "neighbors = true" for number 23? (numbers are coordinates for hexagon tiles) And it would work with any number.
11 12 13 14 15...
...21 22 23 24 25...
31 32 33 34 35...
1,1 1,2 1,3 1,4...
Can anyone explain a good approach to designing a top down movement system where the player can jump up and down from map tiles of different heights? It doesn't have to be full 3D mechanics (i.e. multiple platforms above each other), just one map surface with varying height.
I can imagine that...
Hi, my name is Christian and I love to create creative artwork from concept art to in-game animations and implementation.
I’m in game development for 10 years now. For 5 years of them, I work professionally as a technical artist creating backgrounds, tiles, animation, concept art, game...