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Xenoyia

9
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1
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A member registered Jul 03, 2020

Recent community posts

Love this, thanks so much for the constant updates! Are you planning to make some tools eventually? Like, bench saw/table saw, anvil, furnace, things that'd fit well in a workshop setting? :D

You're a genius! It worked! Thanks so much, such a simple thing gave me such a headache. Lol

Oh, correction, the entire screen doesn't turn that colour - only the floor tiles. The walls are all 'above' the clear_set_alpha as are the instances.

This is the code I'm using for the surface

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1. Surface size is correct, according to the debug message.
2. If I do c_fuchsia on the draw_clear_alpha, the screen does turn that colour.
3. The circle appears, on top of everything..
4. Always recreated!
5. Changed the view controller depth, no noticeable difference.

Getting a little bit of hope with the circle showing up, I'll mess around with depths and see what I find!

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Hey, sorry for bugging you again.. figured you might know this better!

Been having trouble getting surfaces showing up in the engine. Used the demo project without any other changes than a shadow surface and it didn't work there either, so it's purely the engine causing it. Made an instance that creates a shadow surface at depth 1999 (floors are 2000, walls are 1998, creates more depth), this is the size of the view and is drawn at the camera using camera_get_view_x(view_camera[0]), camera_get_view_y(view_camera[0]).. if I put this in a new empty room, it works, but not in the main game room, just shows up as transparent in the debugger and no shadows anywhere :( Is there anything you can think of in the code that'd cause this? I can't seem to get any extra surfaces working.

Thanks for all the help! I got it working, just trying to figure out bitmasking for the wall tiles. This is what I got so far, if you're interested in how I'm destroying your code:

The numbers correspond to the bitmask, so I can debug it easily and place walls properly. The red square is a solid placed through code on the walls. Once you get into it it's very easy to modify this engine, great work on it <3

I pretty much changed all of the compatibility scripts for the layer (the created tile_add etc.) to use the new functions.. and the game loads, no hanging! I still have the invisible problem though.. 

Thanks so much for the response! I'll study this when I get back into it, though there was another thing that was worrying me - I have two GMS2 windows open, one that's just this imported project, and my game which I've imported all the scripts/objects to. I rearranged my tilesets to look like the ones in the demo (6-wide floor, then 6-wide wall below it) just to see if it'd work.. but it's black. My character renders, doors appear, but the background is black.

Not sure if there's something in my code that's causing this, but I can't figure out for the life of me why none of the tiles are rendering with no changes whatsoever lol. The same code works fine in the actual demo project.

If I can figure this out.. and get it to work with the legacy, it'd be a lot easier to start moving it over to the new layered system because I'd be able to see it working..

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Hey! I just bought this, trying to manually merge it into the game I'm working on (so I can learn what every script does).. I noticed this uses legacy tile code, whereas my game has tile layers for the walls, floor and foreground (so if I move to the bottom, my character is slightly covered by the ceiling to give the illusion of depth)


I'm a little confused as to how I'd modify your code to work with tile layers and the new tilemap_set functions - if I change "dungen_render_tile" to be tilemap_set, the game just straight up doesn't load - no errors, just hangs on 'biomes & metadata assigned~'. I also used tilemap_get_at_pixel within dungen_render_room to try to get the correct cell IDs for the tilemap_set, but it still hangs the same way.. any help would be appreciated :(