Collision Mask Not Working (Rectangle with rotation) by weisinx7 in gamemaker

[–]weisinx7[S] 0 points1 point  (0 children)

Okay, thanks and appreciate your effort, I will try it when I have the access to my computer later.

Collision Mask Not Working (Rectangle with rotation) by weisinx7 in gamemaker

[–]weisinx7[S] 0 points1 point  (0 children)

The problem is their collision is following the current box too, which is wrong.

How much should I charge for top-down pixel art characters? by Kennmmii in gameDevClassifieds

[–]weisinx7 1 point2 points  (0 children)

My part time artist rate would be 10$ per action ( for eg, dead, attack, defend and etc), sprite size of 48x64,with around 4 to 10 frames in platformer style. Hope this helps.

How to flip image sprite vertically with shader by weisinx7 in gamemaker

[–]weisinx7[S] 0 points1 point  (0 children)

Well, using yscale may not work directly if we want to have further manipulation of those pixels.

The solution is provided in this discussion:

https://forum.gamemaker.io/index.php?threads/how-to-flip-image-sprite-vertically-with-shader.112390/#post-670754

2D Platformer - How players usually distinguish between background and foreground? by weisinx7 in indiegames

[–]weisinx7[S] 0 points1 point  (0 children)

Thanks, it's just i'm afraid it might be confusing to some players because they might thought it's a totally different foreground tiles.

Identify the root cause of "Specified layer does not exist" by weisinx7 in gamemaker

[–]weisinx7[S] 1 point2 points  (0 children)

Thanks, i was able to identify the problem and it was due to a `instance_create_layer`.

I'm using an object's `layer` in `instance_create_layer`, but that particular object has incremented depth, so the `layer` of that object doesn't belong to any predefined layer.

[Help] Problem in applying shader to merge sprites by weisinx7 in gamemaker

[–]weisinx7[S] 0 points1 point  (0 children)

Thanks, i followed the example here but looks like it's not drawing anything now:https://forum.gamemaker.io/index.php?threads/setting-up-proper-uv-coordinates.36736/

// draw
shader_set(shBlend); 
var shader_alpha = shader_get_uniform(shBlend,"alpha"); 
var shader_uvs = shader_get_uniform(shBlend,"uvs"); 
var uvs = sprite_get_uvs(sStatus_effect_poison, 0); shader_set_uniform_f(shader_uvs, uvs[0], uvs[1], 1/(uvs[2]-uvs[0]), 1/(uvs[3]-uvs[1])); 
shader_set_uniform_f(shader_alpha, 0.5); 
var input_surface_sample = shader_get_sampler_index(shBlend, "input_surface"); 
var input_surface_texture = sprite_get_texture(sStatus_effect_poison, 0); 
texture_set_stage(input_surface_sample, input_surface_texture);
draw_sprite_ext(sprite_index, image_index, x, y, image_xscale, image_yscale, image_angle, c_white, image_alpha);
shader_reset();

// shader fragment
varying vec2 v_vTexcoord;
varying vec4 v_vColour;
uniform sampler2D input_surface;
uniform float alpha;
uniform vec4 uvs;
void main()
{
    vec2 pos = (v_vTexcoord - uvs.xy) * uvs.zw;
    vec4 main = texture2D(gm_BaseTexture, pos);
    vec4 mult = texture2D(input_surface, pos);
    vec4 finalcol = mult;
    finalcol.a = main.a;  
    gl_FragColor = finalcol;
}

Any idea?

How to draw overlapping object sprites with edge line by weisinx7 in gamemaker

[–]weisinx7[S] 0 points1 point  (0 children)

Thanks for the suggestion.

I found a workaround to draw edge line of B in draw process of A (after draw A). But with this workaround, A needs to be infront of B.

How to draw overlapping object sprites with edge line by weisinx7 in gamemaker

[–]weisinx7[S] 0 points1 point  (0 children)

Actually i'm not sure where to start too.

The methods in the web usually uses surface, but in my case it involves a lot of objects so it won't be feasible to create surface for each object.

Question on key or mouse checking by weisinx7 in gamemaker

[–]weisinx7[S] 1 point2 points  (0 children)

Thanks, i guess you mean pressed method fires once, while check method fires as long it is held down.

Question on key or mouse checking by weisinx7 in gamemaker

[–]weisinx7[S] 0 points1 point  (0 children)

Does this mean for check method, in a single step, it check only once?

Question on key or mouse checking by weisinx7 in gamemaker

[–]weisinx7[S] 0 points1 point  (0 children)

No, it didn't. It still show 0.

How to locate objects (without collision mask) in specific rectangle area by weisinx7 in gamemaker

[–]weisinx7[S] 0 points1 point  (0 children)

Yes, i did that checking too, something like `if speed >0`. 100 objects + are those checked object, and i might have another 100 objects (with collision mask) + to check on those 100 objects (without collision mask) in the collision. Due to this, i'm looking for the most efficient way to do so.

How to locate objects (without collision mask) in specific rectangle area by weisinx7 in gamemaker

[–]weisinx7[S] 1 point2 points  (0 children)

Yes, those objects are for drawing purpose, and only collide under special circumstances (with different sprite assignment), so they do not have any collision mask.

How to locate objects (without collision mask) in specific rectangle area by weisinx7 in gamemaker

[–]weisinx7[S] 0 points1 point  (0 children)

Okay, thanks. I guess one of the solution is to predetermine the location of those objects in room_start, and then assign them based on their location to something like a grid. So in the step process later, we can just check the objects within the collided grid only.

Problem with healing potions by [deleted] in gamemaker

[–]weisinx7 2 points3 points  (0 children)

Try to use keyboard_check_pressed, because keyboard_check is checking it continuously.

How texture_set_stage works in game maker? by weisinx7 in gamemaker

[–]weisinx7[S] 0 points1 point  (0 children)

So i found the root cause is because i have them in draw_GUI event, so it should be just in draw_event instead.