![]() ![]() ![]() It took me an evening to figure out, about 4-6 hours, which isn’t bad. However, there is still a lot of learning to do in order to develop the understanding necessary to set up tilesets and get the full use of them in your projects. This makes working with them much easier than it used to be. ![]() You can draw tiles in the room by the mouse without having to click each and every time you want to place a tile. GMS2 tiles support animation and auto tiling. I’m happy to say that in GMS2 the situation is much better. If you did work with tiles in GMS1, then you may have to unlearn or relearn a few things before you feel comfortable with the new system. To me, there wasn’t much point in using tiles when I could just assign a sprite to the object, and use the object directly. If you wanted your tiles to represent some kind of interactive object in the game, you had to also place an invisible object behind the tile, and program it to do whatever behaviors you needed. This solution worked well, but was complicated to understand, set up, or modify. GMS1 tiles did not support animation, so if you wanted animated backgrounds, you either had to use sprites, or else come up with some sophisticated tile-swapping script that would programmatically animate your background tiles. GMS users developed complicated auto-tiling scripts that would select the correct tile and place it in the room at runtime. In the GMS1 room editor, you had to select your tiles manually, then place them one click at a time, which was very tedious. In GMS1, tiles were a type of background resource. ![]() I never used tiles much in GMS1, because they were such a pain to work with, and did so little. One of the best new features in GameMaker Studio 2 is the improved tile system. Why arguing about Link’s gender is dumb, and why it’s important.“Null Room” hidden in Superman (Atari, 1979).video games, programming, the internet, and stuff ![]()
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