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Game maker screen wrap before leaving screen
Game maker screen wrap before leaving screen









game maker screen wrap before leaving screen

You can eitherĪ) "Clone" the instances with a dummy opposite of it and have collisions with the clone affect the primary NPCs.ī) Simply draw a copy of the instance on the opposite side of the room and code illusory collisions. Now the issue with (2) and (3) which isn't an issue with (1) is handling NPCs, projectiles, and other stuff. I guess this is slower than (2) but it was the first way I tackled it. Because we have set the wrap margin to 0, the wrapping will occur. This way when the player reaches the edge of the room and wraps around, you won't see the tiles change.ģ) Constantly move tiles around based on the player's position in the room. Thats working okay, but there is a visible error as the ship reaches the edge of the screen. Do the same with the top and bottom tiles. Duplicate half the view's width of the tiles and whatnot from the left side of the room on the right side, and vice-versa.

game maker screen wrap before leaving screen

So the player never moves, just the world around him.Ģ) Manually control the view (set view_object to noone and manually change view_xview and view_yview every End Step). You have all the background/tile data stored somewhere and you read which tiles should be in the "room" based on the player's "position". There have been many ways of tackling this.ġ) Don't even use views. There are probably other solutions but I'd suggest making your player more or less static and applying the motion to the other elements of the game. To me this sounds super hacky (not to mention difficult) to implement and will come with a performance hit, and would definitely be a no-go for mobile. They'd cluster around the player to give a complete image, and when the views encounter a room boundary, some of the views would wrap and they would change width/height in order to "scroll" at the appropriate speed while maintaining the complete image. Since your view will be (more or less) stationary around the player you'll be able to wrap the scenery smoothly and achieve the desired effect. Similar to how a scrolling shooter works.

game maker screen wrap before leaving screen

this week explained that large-screen television's horizons are unlimited, for it will allow. (1) Make the motion of scenery in the game relative to the player, instead of what you have now (static scenery and moving player). And it is for this reason, as has been stated here before. Version 1.14: - Added 'Name Box Close' plugin parameter. Version 1.15: - Added a failsafe where if the name box window would be off the screen, it will automatically reposition itself to under the main message window. I think you'll need to develop a workaround but if someone knows more than I do about the limitations of views please correct me. Version 1.16: - Added 'Tight Wrap' plugin parameter as a word wrap option to make the word wrap tighter when using faces. I believe the behavior of the views in GM is to lock up when they contact the edge of the room, and they won't allow you to view anything that's outside of the room boundary.











Game maker screen wrap before leaving screen