So upon reviewing I cannot recreate this bug. My only guess is that maybe you mis-interpreted the text of coffee where it says "for this turn" and you expected your next action to be played twice in the next turn (in which case I would need to adjust the text to better communicate this fact). but otherwise, I'm at a loss for now.
Pycho Games
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I don't have a programming background, so I apologize if this is a dumb question, but isn't this 'loading only what the level needs to function' also achievable by grouping sprites into texture groups and then prefetching the sprite? Or does Managix have some advantage to that system?
My game is laggy as hell on non-gaming rigs, but I am a bit too unexperienced to know why. XD
As far as I can see all textures seem to be defined correctly: https://imgur.com/a/PLQpVf
Here is a screenshot: https://imgur.com/a/TY6dFkA
I'm using Windows 10 and GameMaker Studio 2
Edit: Actually, maybe this screenshot is more helpful: It is the Main menu and in the background there are background images from other rooms that should not be in the main menu: https://imgur.com/a/mFSqSQI
Thank you for replying! I'm sorry to bother you with this - I may just be too inexperienced to solve this. I followed the tutorial you linked, but I'm unsure what you mean with 'the effect should be drawn by PPFX itself". After adding FX_Sketch to the xternal effects like the tutorial described I did this:
// CREATE EVENT
var effects = [
new FX_Sketch(true),
];
main_profile = new PPFX_Profile("Main", effects);
ppfx_id.ProfileLoad(main_profile);
// POST DRAW EVENT
ppfx_id.DrawInFullscreen(application_surface);
Is this wrong?
Hi, where can I find the readme file with the documentation for this shader? I'm having trouble implementing it. I already have the PPFX package and tried to include the new effect into the main effects profile via the new FX_Sketch function (after adding it to the external FX), but it came out with once quarter of the image black and white the others partly outlined and weird artefacts everywhere (I can't seem to upload images right now).
Loving it so far. I did notice a slight mistake in the FX_HueShift function that I wanted to mention.
It hard-codes hue to 0, so that it doesn't matter what I enter in the arguments, it won't change the hue:
settings = {
enabled : enabled,
hue : 0,
saturation : saturation,
preserve_luminance : preserve_luminance,
};
I had to manually change it to:
settings = {
enabled : enabled,
hue : hue,
saturation : saturation,
preserve_luminance : preserve_luminance,
};
Maybe it's me who was using this incorrectly somehow, but that's how I got that function to work. :-)
Anyway, thanks for making this wonderful set of FX.
Simply wonderful. I kinda wish I was making a space game now :-D
I assume there is now way to make it resemble earth, right? (I mean with the approximate size, location and shape of the continents).
Thank you for sharing this in any case. I absolutely love the look of the planets this tool generates.