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Asset - Graphics Depth-Based Grass with Wind

matharoo

manualman
GameMaker Dev.
Matharoo presents...

Depth-Based Grass With Wind


Drawing grass with depth has never been so easy, and fast!

Using this asset, you can add grass to your game that will have depth and also a wind effect. You can fill your room with grass, or set a circular or rectangular area to fill grass in.

Available for both GMS 1.x and 2.x!





1. How do I use it?

Setting it up as simple as placing an object inside a room! You can customize the variables inside the object to create the grass the way you like it.

The documentation present inside the scripts has everything you need to know to use the asset to its fullest.

2. How is this "fast"?

The asset uses vertex buffers to draw the grass, which is A LOT faster than drawing them using objects or draw_sprite() functions.

3. Can I use my own grass sprite with it?

Sure! You can use any sprite you want.

You can also enable random sub-images in the object, so it will use any of the sub-images available in the sprite, at random. This means you can have different types of grass, and even have some flowers and plants in it!
4. Do I have to give credits if I use it in my game?

You don't have to, but feel free to do so if you want to.

5. Can the swaying pattern be adjusted?

Yes, you can adjust the pattern size.

Get it here only for 2 bucks
 
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Nocturne

Friendly Tyrant
Forum Staff
Admin
This looks lovely! Good job... Can I ask a question though? That second wind gif, in the top (above the head of the "player" sprite) you can see there is like a cutoff line where the grass sways and the tops disappear... I don't see a similar artifact in the other gifgs, so is this an error? Something that you should expect when you have a higher wind setting?
 

matharoo

manualman
GameMaker Dev.
This looks lovely! Good job...
Thanks!
Can I ask a question though? That second wind gif, in the top (above the head of the "player" sprite) you can see there is like a cutoff line where the grass sways and the tops disappear... I don't see a similar artifact in the other gifgs, so is this an error? Something that you should expect when you have a higher wind setting?
That's because there's not enough empty space in the sprite itself. I didn't notice that :p So yeah, it's not a problem - it can easily be fixed by resizing the sprite.
 

Nocturne

Friendly Tyrant
Forum Staff
Admin
That's because there's not enough empty space in the sprite itself. I didn't notice that :p So yeah, it's not a problem - it can easily be fixed by resizing the sprite.
Ah, okay. Thanks for the clarification. :)

Hope this does well for you, it's quite lovely.
 
I think I'll buy and try it for a year old side-scroller. There was a lot of grass sway as you run by and that created a burden. Actually the entire game was so packed full of background objects it was a burden in larger areas so I'm also interested in the buffer / sprite render process. Decreasing the background objects helped, but there was just less wow factor seen sparse areas compared to dense ones.

Then again I have much larger objects to render, so that might be the catch. Hmm.... now that I'm thinking about it perhaps 1 single draw to a surface of the static objects when the room loads and moving that surface would be more efficient than rendering each frame. Although since the art is HD, surface size limitations might become an issue.
 
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