x Aug 15, 2017 #5 draw_self() is what an object calls when it does not have a draw event. Using surface_set_target(surfacehole) we set it so GameMaker draws onto the surface we made and with draw_set_blend_mode(bm_subtract) we make it so when drawing rather adding to the image we remove that part of the image. For the sprites used in this it's 10. In GameMaker one of early realisations someone might come to by themselves is how you can draw an outline around something by simply drawing a sprite 4 times in each direction and colouring those in and ta da! Coders can take advantage of its built in scripting language, "GML" to design and create fully-featured, professional grade games. If the value is larger than the number of the sub-image, as this can also be set to the instance variable use any other value for this to draw a specific sub-image of the The y coordinate of where to draw the sprite. y: The y coordinate of where to draw the sprite. Sounds easy right? 'above'. Click on a preview to open the sprite in the editor. index value to 7, then the function will draw sub-image 3, numbered the number to select the corresponding image (for example, if the The same goes for 0). event draw draw_self(); draw_sprite(spr_select,image_index,x,y); But only the first sub_imagen is drawn and not the complete animation. Posted by. User account menu. What is your image_speed for the sprites? Press question mark to learn the rest of the keyboard shortcuts. It’s worth mentioning again that this works in the HTML5 module for GameMaker however does use WebGL so you will need to make sure that you set WebGL to required, however I think its pretty cool to see Masking done in WebGL and HTML5 as it is a really handy technique. Room is 60fps, so it should be changing sprites every six steps. Draws a sprite at a given position. For example the surface_create(room_width, room_height) should be put in the create event, but if you do make sure that you still check it exists because as GameMaker says in the manual surfaces are volatile and a devices might remove them from the graphics memory when your program is not being used. In GameMaker one of early realisations someone might come to by themselves is how you can draw an outline around something by simply drawing a sprite 4 times in each direction and colouring those in and ta da! The reason for this is because it is increasing the image index every frame, not at the proper image_speed set for each sprite. Well it is, we just need to find out how to make these two surfaces. offset and y Megaman. Optimisation 1; To make the code easier to read above I put it all in the draw event, this works but really you should save the draw event to have only the most necessary code running in it. This subreddit is dedicated to providing programmer support for the game development platform, GameMaker Studio. 1. I have this code inside of the draw event for my player. Optimisation 2; Again to make things easier to read I moved things around however I would massively recommend actually checking the mouse distance in the step event, this makes sense because you might have a game pad or a controller that is actually deciding when the stroke should be on and off. surfaceoutline is just what we will draw on the screen under the original sprite. Just use a different browser and you can happily play this game. Well that is super easy you see the line: Likewise the examples that use a solid colour are just: Making the stroke border bigger and smaller; On about line 9 you will see the line var distance = 5 to make the outline bigger and smaller you can just change this number, bigger numbers make a bigger border. In other words, it's playing the animations at the room speed, not the given image speed. Now this is the only part of my code I don’t like, in order to find out where the location of the border will be drawn I actually draw the image 8 times offset by a little each time just like I explained in the simple example, this works well for most things including putting outlines on text, however if your image is long and fiddley you might find things poke out in ways you don’t expect, of course this can be solved by just drawing more than 8 directions and using lengthdir_x() and lengthdir_y() however there is the pedantic programmer part of me that dislikes this solution. This is where we fill a surface with the image we want to outline the sprite. To make it easier I have used draw_sprite_tiled(spr_grid,0,x,y) to basically fill the whole surface with a repeated pattern. If the value is larger than the number of sub-images, then GameMaker ... of the sprite to draw (image_index or -1 correlate to the current frame of animation in the object). surfacehole is a negative silhouette of the sprite including the border. What I’m going to do is a clever technique called masking, now I feel obliged to say here that this is far less efficient than the previous method, however if you want something more than a solid outline this is the best way I can think of to do it and as you can see it is running smoothly in the html5 version (which is notorious for performing code very poorly) and I am using masking on 10 objects simultaneously each of which hasn’t been optimised so is actually redrawing the whole screen each time rather than just the area around the object (and you are able to code yours more efficiently but for my purposes these are good enough for me). So now let’s look at the code to do this, and I think you will be surprised to find its actually less code than it took me to explain how it worked. It would be quite simple to cache it with just a flag saying changed=true and I think this will really help. Draw Sprite Pos Fixed asset is fixing the draw_sprite_pos function with a shader and one script. CMAllen Member . I never have and this is might be why I have so many problems with surfaces. The top portion works perfectly, but the second portion does not. Finally, the x and y position is the position within the room still use the sub-image value for the current instance), or you can I am working on making an HUD, and have an animated coin sprite that will be drawn. This is a really great trick you can use to highlight buttons in GameMaker and outline buttons on mouse over. chosen sprite. Animated Draw Sprite? Draw Sprite Animation. In the above interactive example you can see some rather nifty outlines around the images when you mouse over them. It will give your game a really polished look. Magic! This function draws the given sprite and sub-image at a position We would love you to play this but your browser doesn't support HTML5 canvas. This means you can have a huge number of objects drawing outlines onto the same surface and would be incredibly efficient because you are only rendering this outline surface to the screen once. Help! Panda. Optimisation 6; Something you should do is only remake the mask and the surface if something has changed. 5 months ago. For the sprite you can use the instance variable sprite_index to get the current sprite that is assigned to the instance running the code, or you can use any other sprite asset. Returns: N/A. disKO. It corrects "affine" drawing method without using D3D mode. Optimisation 5; The GameMaker Manual does tell you to use surface sizes that are powers of two like: 16, 128, 512, 1024 etc. that the sprite will be drawn, and it is centered on the sprite Perspective drawing. I suppose I could use a janky variable set up that checks for if 6 steps have passed, but there's gotta be a cleaner way? x: The x coordinate of where to draw the sprite. within the room. Resolved. the current sub-image at the x and y position of the instance If you are new to Masking in GameMaker I have a guide here. Optimisation 4; if you have many objects making outlines at the same time I would have an outline object, this object would go through everything that wants an outline using a with() function. The sub-image (frame) of the sprite to draw (image_index or -1


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