Game maker draw sprite to surface. I haven't used it for that I guess.
Game maker draw sprite to surface Everything you paint on the surface canvas will get some of that wet background inside the color you painted. GameMaker. This subreddit is dedicated to providing programmer support for the game development platform, GameMaker Studio. Drawing surfaces is like drawing a sprite or any other image. I know there is a lot to take into account when scaling pixel art and all that, but I would expect the base sprite to distort some if that was the issue (which it is not). Gamemaker has draw_sprite_tiled, but that has the major downside of drawing the tiled texture across the whole screen. Some ideas I tried so far, 1. The x and y coordinates that you then input in the function should be relative to the (0,0) position of the surface (the top left corner) and not the game window (nor the view if you have one active). The second important thing is that the red sprite contains non-opaque alpha and is blended onto the surface. 2D blood decal. But in another project everything works as it should. I haven't used it for that I guess. This function will take a sprite and then repeatedly tile it across the whole view (or room if no view is defined), starting from the coordinates that you give in the function. Menu Log in Register Forum Home. You would call this before (for example) drawing a sprite, then set it back again afterwards, something like this: gpu_set_blendmode(bm_add); draw_self(); gpu_set_blendmode(bm_normal); That code draws the instance sprite using an additive It then draws a rectangle to the surface with an 80% alpha (this is the "darkness" that we are going to illuminate), before changing to a subtractive blend mode. STEP for (var_clock_alpha_counter = Fixing the draw_sprite_pos function with a shader and one script. Is there a way to do it with built in functions, or do I have to triangulate the shape manually? draw_sprite_part. You only have to draw a sprite onto them once, and that will Here, we're drawing a sprite to a surface, and then drawing a circle that subtracts whatever is in the surface. If you switch off automatic drawing then you need to handle this yourself, using the following code (for example): gpu_set_blendenable(false); draw_surface_ext(application_surface, 0, 0, 1, 1, 0, c_white, 1); gpu_set_blendenable I need to draw a sprite in Game Maker, where the opacity (alpha) of the sprite being drawn is a gradient, and not a fixed value. This surface is permanently available and is where the game is drawn by GameMaker. This function returns the ID of the texture used by the surface, rather than a pointer to it, as is the case for sprite_get_texture draw_sprite_ext. This function returns a special pointer for the sprite on its texture page. It could also be a problem with alpha blending. This trick is going to rely on blend modes with all four channels (rgba), so clear it to a completely transparent black color. Drawing to a surface is not like drawing to the application surface, in that surfaces do NOT automatically get cleared every frame. It will be stretched to double its usual width but half its usual height. image_xscale, (0,0) is always the top left hand corner of either the application surface or the display (see the note at the bottom of this section), At the start of every frame, the surface is created, which is 16x16 pixels, the size of the two combined sprites. Instead of throwing messy code around, i first would like to confirm whether i understand basic concepts well, or not: Normally when a sprite is drawn with draw_sprite() it is drawn to the I am trying to make code which allows a user to draw lines on a canvas which then eventually gets turned into a sprite as drawing thousands of shapes on a HTML5 canvas will eventually bog down performance so I thought using surfaces to save a sprite and draw that instead would be the better solution. This function will draw the given sprite as in the function draw_sprite() but with additional options to change the scale, blending, rotation and alpha of the sprite being drawn. But a surface is like it's own canvas with a wet background painted over it (even if it's transparent). i have I am drawing sprites to a surface with an alpha of 0. This global, built-in variable can be used to access the application surface, for use in any of the surface functions. A way to achieve shadows was to add a script to instances that required shadows. But not sure how to make it scroll, when I Anyways, it looks like the problem is that you are redrawing the original sprite back onto the surface every frame, which you don't have to do. The same goes for the sub-image, as Is there a way to "draw and save" something if we don't use surfaces? Finally, GameMaker's target and final destination for all rendering is 'application_surface'. In our project we use surfaces to generate maps from sprites. Pic 1 is before clicking, pic 2 is when button is highlighted, pic 3 is what remains after (notice pic 3 should look same as pic 1 but has the artifacts. The surface is not being scaled. What's new. Programming [SOLVED] Surface problem. The surface is then drawn to the screen. , I wonder if it's possible to draw on the same surface as the video ( video_draw() ) is being projected on. Nov 9, 2019 #1 basically you create an instance for the blood while it's moving and then when it stops moving you destroy it and draw it to a surface. Or use a surface and alpha mask it. Yes, please see this completely ignored post burried 8 pages deep in the programming forum, at least when scaling images to draw on a surface, save and load the resulting image into a sprite is concerned, which the only solution is the surface has to be a power of 2 to get it to work, and that completely breaks any scaling for mobile tricks when it comes to Si, I'm presuming your aim circle is a sprite. 5 = mid-sprite rides along the path x_scale: Scale the sprite width along the length of the path If a '0' value is entered, then the scale of the sprite will be set to length of the path y_scale: Scale the sprite height precision: Size or distance of each step in pixels absolute: '0' indicates that path will be drawn in absolute position (as Surfaces can act either as a new screen to draw to or a sprite to draw from. This surface is basically a blank "canvas" that can be manipulated before being drawn to the screen when needed, and in most cases GameMaker handles this for you (although you can also surface_create. 3 and I am wondering if I can draw objects/sprites of a sequence to a specific surface. game-maker; Share. Scale is calculated independently along the X and Y axis by two seperate variables, the Returns: N/A Example: draw_surface_stretched_ext (surf, x, y, 200, 200, c_white, 0. 5);. Next, we draw to that surface. However, there is a background I want to remove. Explanation why that happens: You need to understand the GPU pipeline and blendmodes. application_surface. I'm using sprite-stacking in my game and I've been trying to find a way to draw an outline around a tank enemy, but the problem is normal outline shaders that I've tried end up drawing on every single sprite layer, thus making it all sort of a black blob. My reply was very simplified as I was simply giving a short answer to a post, but a short discussion arised so I decided to do a small benchmark to explain a few things to newcomers. I've gotten the basics down and can create some neat looking little environments and whatnot. Ex draw sprites to a surface and then place it over the screen canvas sounds simple and easy. An application surface that is drawn 4x the native resolution of my game (4x window size and view, but keep ports unchanged), WHILE having one specific element rendered as a high resolution sprite where the sprite is also drawn 4x the native resolution. disable automatic drawing of application surface. You can call any of the draw_surface() functions, the two most common being: draw_surface( surface_id , x , y i want to draw a surface over a sprite in a way that the sprite`s alphas are applied to the surface so the surface is like cut based on the sprite. The first two arguments are the sprite to draw and the sub-image of the sprite (the same as in the function draw_sprite()) but the next ones are those that define the position of each of the four corners of the bounding box of the given sprite. I searched for days about topics on this and experimented on many ways. A surface cleared with an alpha of draw_sprite_pos. This function is for 2D Knowing how to use Draw Events effectively in GameMaker is incredibly important, since they're responsible for what gets shown on screen when you run your game. surface_save(application_surface) alpha blending problem Thread starter FoxyOfJungle; Start date Sep 6 I've had similar problems drawing sprites with alpha to surfaces before. draw_sprite_tiled_ext. But no results. 5, c_black, 1); This will draw a 32x32 pixel area from 8x8 pixels into the surface indexed in the variable surf. Its width is set to the same as the sprite, and the height is We use cookies and similar technologies on this website in order to store and / or access information on your device, personalise content, ad and content measurement, audient insights and product development. Sprite created from surface not drawing properly so the sprite SHOULD include everything that was on screen (I only use one camera). If automatic depth buffer generation is draw_sprite_stretched. When drawing to the screen (or a surface), most people only think about the colour, that is the red, green and blue channels, but actually there's also an alpha channel. Finally the actions are drawing the surface to the screen at the camera position. If you draw onto a surface, and then draw the surface, that is 2 texture interpolations instead of just 1, which could change the appearance of a sprite. When I check values using show_debug_message, I get that the sprite IS the same size as the GameMaker Surface alpha problem in GMS2. You can call any of the draw_surface() functions, the two most common being: Also, I saw someone recommending using surfaces as a way to create static elements as well -- i. Draws a sprite at a given position. When you do a “draw_clear()” call after setting the surface as the active render target (which the example does) the alpha of all the pixels is set to 100% (fully opaque). 2. This *should* only apply if the surface is stretched or scaled. Reduced to GMS stuff the GPU pipeline looks about like this: - Send sprite to the GPU - Run Vertex Shader - Run Fragment Shader - Blend Sprite RGBA with whatever' is on the surface already (even the application surface). To use a shader to draw the surface you would simply wrap the draw_surface in a shader_set () Mike Dailly was the previous head of development at GameMaker, helping us to transform the game I want to draw sprites in my room. taking that surface and drawing it onto itself. 4 I would change the colors of a sprite using a shader I'd cyle through each color I wanted to change by drawing the same surface over on to of itself with the shader applied for each color. The same goes for the sub-image, as this can also be set to the instance variable image_index which will set apparently the application_surface_draw_enable function changes a lot the way gamemaker works with surfaces and blending, so bm_subtract blendmode ends up also subtracting the alpha from the destination color or something like this, I used gpu_set_colourwriteenable to disable alpha writing when drawing the light surface. The sprite in question is a card with a symbol and some text drawn on it. Surfaces can act either as a new screen to draw to or a sprite to draw from. surf = surface_create(128, 128); surf_x = 175; surf_y = 90; Draw Event This is because GameMaker will draw the application surface without alpha blending when the automatic drawing is on. g. GameMaker Studio 2 will automatically split the image into the number of frames given - for example a strip image with 12 frames could be named "player_strip12. sfc_vision, 0, 0) but when drawing stuff like basic shapes, game maker uses the alpha as it was last set by draw_set_alpha. To use a shader to draw the surface you would simply wrap the draw_surface in a shader_set () Mike Dailly was the previous head of development at GameMaker, helping us to transform the game sprite_create_from_surface. ] Drawing surfaces is like drawing a sprite or any other image. This function can be used to clear the entire screen with a given colour and the alpha component of the destination is set to the value you have set - this function does not do any blending as it works but any subsequent blend operations can be set up to use the destination alpha that you have set. This function will take a sprite and then repeatedly tile it across the whole view (or room if no view is defined), starting from the coordinates that you give in the function and with each tile scaled, colour blended and with the alpha that you define (these properties are the same as those used in draw_sprite_ext()). Coders can take advantage of its built in scripting language, "GML" to design and create fully-featured, professional grade games. You can use sprite_add_ext() instead, which loads sprites asynchronously. draw_sprite(20,20,1); surface_reset_target(); or save your surface to file. This is not true in HTML5 build though, since none of the draw functions seem to fill the surface in I have a question about the handling of the application_surface, as i am seeing unexpected behaviour. Basically we create a surface, fill it with draw_clear_alpha, draw_sprite, or draw_rectangle, then read all the pixel colors and things work as expected. I was hoping that drawing all that onto the surface would then let me dissolve the card with the specific icon and text on it. I hope this helps, The result will be something like this: Duh, Chevy. Modern Blue (DARK) Terms and rules; 0. Coders can take advantage of its built in Pretty much as title says. Improve this question. The regular Draw events (Draw Begin, Draw and Draw End) draw to this surface by default. So if my bike is 12 layers tall, then I'm using 12 draw calls to draw the bike. { //draw the sprite draw_sprite_ext(Sprint_Bordo, 0, xstamina_bar, ystamina_bar, 1, 1, 0, c_white, 1 draw_surface_stretched_ext(id,x,y,w,h,color,alpha) Draws the surface stretched to the indicated region. Community. If the bike is outlined then I have to do 12 * 8 draw calls! Holy crap, that's like drawing 96 sprites to the screen. I'm hoping this means there is an alternative, but if there is one, I can't find it. Here are the pics. It creates a new sprite from the composite image drawn on the surface and assigns its index to the local variable "spr_Custom" before freeing up the memory used by the surface. draw_surface_tiled_ext(id,x,y,xscale,yscale,color,alpha) Draws the surface tiled so that it fills the entire room but now with scale factors and a color and But I only want to draw the blood where the wall sprite is visible and not on Menu. There are a few things to note when drawing things in GameMaker Studio 2 - whether it's a sprite you are drawing, or a surface, or a vertex buffer GameMaker Studio is designed to make developing games fun and easy. 4. as a result, the code which creates instances of the players is looping through the array or list or whatever and reading that 0, interpreting it as the ANYTHING that changes how graphics are drawn. draw_set_alpha() affects all In that objects draw event I also have it draw a seperate sprite at the characters hands, to act as the origin point of the attack. If you draw like this A,B,B,A,B,A,B, you're breaking it 5 times already. The recessive sprite is intended to get replaced by a surface and the overlapping part is cut out of the surface. If you put that sprite on its own texture page, then the texture coordinate on the y axis will be 0 at the top of the sprite, and 1 at the bottom of the sprite. 1 in regards to surfaces, I thought this would be an opportunity to go back over some basics of how surfaces work. TIP How a surface appears depends on its contents, especially the alpha values inside the surface. Mar 2, 2018 #2 Only Creating Primitives. Finally, the resulting sprite is saved to a file and then removed from memory too. for (var i = 0, yy = 0; i < David Lorenz I'm trying to take advantage of game maker's surface NOTE: You can add a strip sprite directly from the Import button if the sprite name has been suffixed with "_stripXX". In fact, the uses for surfaces are endless! sprite_create_from_surface. Tutorials. For a scrollable button The above code creates a sprite from the surface indexed in the variable "surf", assigning its index to the variable "spr_Custom", and then uses a for loop to move across the surface and capture Im coming from game maker studio background and the engine would let you draw sprites onto surfaces. 7 in the Create Event) and then just loop drawing the number of things in the Draw Event using draw_sprite (instead of the _ext function). Also little tip: clear surface after creating! draw_clear_alpha(0, 0); Hey all, I've been fiddling around with GMS' 3D abilities lately. This is only for use in the draw event of an instance (it will not show if Hello, I'm having a small issue with a sprite that's drawn on a surface, that's demonstrating unwanted behavior by also being drawn at the corner of the screen when a fullscreen shader control object runs its Draw GUI Begin event to apply shaders to the application surface + additional surfaces, then draw it stretched. It will be opaque and it will be blended with black (turning it into a silhouette). . It won't affect any other drawing operations, including if this instance were to have draw_sprite(sprite_index,image_index,x,y) in it's draw event. Yep. A way to achieve shadows was to add a script to instances that Found out what's causing it, and a quick but dirty fix. NOTE: You can add a strip sprite directly from the Import button if the sprite name has been suffixed with "_stripXX". This is taking place in the animation update event. Follow KeeVee Games Follow Following KeeVee Games Following; Add To Collection Collection; Comments; More like this Related; Draw Sprite Pos Fixed for Shaders need something drawn that they can be applied to. Forum Staff The next thing we need to do here is create a parent object for everything we want to be considered as a light source. For some reason it made all the other sprites beneath this one transparent. draw_sprite. draw sprite part. On frame 3 draw to surface 3, create sprite 2 from surface 2, and draw sprite 1. A surface cleared with an alpha of Im coming from game maker studio background and the engine would let you draw sprites onto surfaces. And next I submit the vertex buffer with the surface as a texture. If the fullscreen control object does not GameMaker Studio is designed to make developing games fun and easy. GameMaker Drawing concave polygons. so how can I draw the shadow sprites to the surface, without having the giant lag and all the silly stuff i did? thanks in advance . I have a diffuse-surface and a normalmap-surface which I combine with the normalmap shader to the main-surface. And the sprites looks darker than what they shoud be. Hi! I'm creating a sprite within the game using sprite_create_from_surface. Because I've disabled the application surface, when I draw 1. Is it really that bad to use surfaces if in the end everything ends up on a surface? The second script is the one that will create a surface and draw all the sprites pieces on it Surfaces is not what it sounds like. This function creates a new surface and returns it. If automatic depth buffer generation is If you want the best chances, o would try with three surfaces. if surface_exists(surf_id) { draw_surface(surf_id,0,0) } I thought this would work fine, but from experimenting it seems like the transition The surface is just using draw_surface(global. x+50, 30, x, y); I want the sprite itself to stay still and draw only the parts close to the player. I have a sprite which I want to draw a particle effect on so I dont want the particles to appear in the negative space of the sprite. What worked for me was setting gpu_set_colorwriteenable(true, true, true, false) right before drawing the sprite and then GameMaker [SOLVED] Drawing to surface producing different results than equivalent draw step code. draw_sprite_part(sprite_index, image_index, oPlayerController. See the code example on the surface_get_texture_depth function page for a complete example. 6 scaled text straight to the screen buffer, the text sprites make use of the screen's resolution (1920 x 1080 on my The function draw_sprite(sprite_index,subimage,x,y) with the value "-1" in the "subimage" should draw an animation from all the sprite frames "sprite_index", but it does not. Last edited: Mar 2, 2018. Hi! I'm trying to understand surfaces, not the application_surface, but rather an individual surface that I can manipulate. GameMaker sprite_add_from_surface and the number of textures. Here is an example: The code then clears the surface and draws the alpha map sprite to it and creates another new sprite, storing its index in a local variable. GameMaker uses the function gpu_set_blendmode() to change the blending that your game uses for drawing. Drawing Optimisations Depth Buffer. This function does exactly the same as the draw_sprite_stretched() function with the added ability to set the colour blending and alpha value for the sprite when it is drawn (similar to the function draw_sprite_ext()). Since the application surface wouldn't be clearing the view with a background colour, it would leave complete transparency causing graphical artifacts. create a surface, draw once to it (say GUI elements that don't change, like an inventory background surface_get_texture. I want to draw a sprite entirely white, to use as blinking/getting hit indicator frames. But what exactly is this draw_sprite function doing? The function takes the bitmap information from sprBald and copies it onto the screen, which is the visible canvas on which all your game's visuals are shown. With this function you can draw part of any sprite at a given position within the room. This may not sound too useful at first, but they open the door to a sprite_get_texture. jcyuan Guest. leg_idle,0,24,160,-1,0,0,0,0);-1 should flip the sprite, according to various threads here and from what i read in the manual. You can just create the sprites from the surface, mask them, draw them, then discard them. Only problem is, I need to also draw a sprite (a third, in this case) of the long beam itself following behind the front of the blast. The x and y coordinates that Another thing you can do with surfaces is use them as textures to be manipulated, or to create sprites "on the fly", or to create complex overlays. Forum Staff. The depth buffer stores the depth value (or z value) of every pixel on a surface, which is the distance of the pixel to the camera. In the normal draw events, GameMaker doesn't actually draw directly to the screen, but rather draws to a surface called the application surface. Currently I'm setting a surface, clearing it to black with 0 alpha, drawing full-colored sprites to it and then drawing it to screen with a darkened blend to produced the silhouette effect. Then we draw the two sprites, GameMaker. Another pair of the properties that we can change for our sprite is the scale value, permitting us to draw it bigger or smaller whenever we want. The primitive functions: the draw_primitive_* and draw_vertex_* functions Vertex buffers; Primitive Functions. [I'm assuming the animation update event occurs when the animation of a spine sprite changes. This function draws the given sprite and sub-image at a position within the game room. Draw the background on the GUI draw event After that line, draw the application surface. surface_rgba16float surface_r16float surface_rgba32float surface_r32float: For these formats, the function will return an array with 3 values (R, G, B) with each being a 32 So yesterday I replied to this post that was asking what is more optimized, using Game Maker's draw_text versus draw_sprite. NOTE When drawing with this function, the sprite x offset and y offset (or origins) are ignored and the sprite is drawn with the top-left All the other sprites in the game, including the base sprite for the object, don't have this problem - just these additional sprites drawn in the Draw event. This makes them incredibly flexible, particularly when doin how do I draw my Layer background sprite onto its own surface? Would appreciate any and all guidance! P. draw_sprite_tiled. Etc etc. . However, these sprites should overlap each other in some cases. In simpler terms, I need the sprite to look like it's fading from one of its edges. My game-controller draw event is using several surfaces because the normal map light engine. Programming GML Sprite fade The only solution that comes in to my mind is to draw the first image, then in a second surface draw the background and the second picture, and finally draw the surface with the "fade_in" variable wich is what I used to achieve the first pic: //Draw the background in the surface draw_sprite_ext In game maker 1. Surfaces in GameMaker let you draw stuff indirectly, without it appearing on the screen. Forum Home. In your Draw GUI event, that means covering up the GUI with a second copy of the surface. S. Thread starter jcyuan; Start date Nov 9, 2019; Tags decal rendering; J. This value can then be used in other draw functions, particularly in general 3D and some of the 2D primitive functions. However, all of this is for implementation into a game project which makes heavy use of surface drawing. I'm trying to fill a concave polygon using a triangle fan, but it seems it can only handle convex shapes. With this function you can create a sprite from a previously initialised surface (the surface handle is returned when you create the surface using surface_create()). Example: surface To reiterate, I'm trying to: Create surface, draw to surface, convert surface to sprite, swap sprite to spine attachment slot. This point is defined by a value between 0 and 1, with the top-left corner of the sprite image to use being the (0, 0) point and the bottom-right If I draw the same sprite using the same code in the GUI layer, or draw event it appears as left. Just to draw a pseudo 3D bike with an outline. Programming Draw overlapping sprite? Thread starter TheBroman90; Start date Dec 14, 2016; TheBroman90 Rising Star Your going to need to use surfaces I'm making a scrolling list inside a menu and bumped my head against my ignorance about Surfaces. New here and look this sprite i made of the main character of my game :D. You could use a surface, draw a white Anytime i use draw_sprite using relative coordinates such as: "draw_sprite(sprite,0,x,y);" The sprite will become displaced as the object moves, but i want the sprite to stay fixed relative to the object, and the problem is even further amplified when dealing with views in a room. I used sprite_create_from_screen in a few past projects, I now see this is "obsolete" in GMS 1. With this function you can create a sprite from a previously initialised surface (the surface index ID value is returned when you create the surface using surface_create()). The only way you'd be applying a shader to the application surface is if you're re-drawing the application surface. The surface is then drawn to the screen and gives the illusion of NOTE: The function sprite_add() blocks further execution of your code until the sprite has finished loading. The draw_primitive_* functions allow you to define primitives and draw them directly to the screen (or to a surface). In the create event the animation is set to folder draw. This function is for 2D (orthographic) projections Firstly, all surfaces GameMaker creates contain an alpha channel. The first set are with out draw_clear_alpha. If I draw this 32x32 sprite scaled with . this draws a sprite on my surface draw_sprite(global. Any unused channels are set to 0. New posts. I got a surface which has pretty much everything I need drawn, so now what I want is to gradually render this surface, increasing the opacity Hey there. color is the blending color and alpha indicates the transparency setting. But, at the time of drawing that sprite, it seems like it didn't get all the screen, but just like a small portion. Bounding Box Mode Constant; Constant Description; bboxmode_automatic: Automatic - The bounding box will be calculated automatically, based on the tolerance setting for the sprite: bboxmode_fullimage: Full Image - The bounding box will be set to use the full width and height of the sprite, regardless of the tolerance and "empty" pixels: bboxmode_manual: Manual - The Hello, I watched a video from @GMWolf on YT called "Simple lighting system for GMS2" , and it was great video, gave a lot of understanding on surfaces and blend modes, but there's still some question I couldn't find answer. With this function you can create a sprite from a previously initialised surface (the surface handle is returned when you create the surface using surface_create()). This tech blog comes with an example . Just like the Manual explains a Surface as a canvas, the screen is also a canvas! So when I told You can also choose to draw only part of the texture over the surface of the primitive by setting the appropriate xtex/ytex position to sample to (these coordinates are also known as the UV points). Thread starter When I set the target and draw a sprite in this new surface, is the coordinates of this sprite I'm drawing, anchored at 0, 0 of the surface, not the room? so if I said draw_sprite(sprSprite, -1, 0, 0) it would draw at 100, 100 from the last example. I ended up writing my own function that only uses one draw call, and I figured I would share it here since I haven't seen it GameMaker Using sprite_create_from_surface on application surface without background. My first hunch is it is a problem with texture interpolation. Programming. This part works fine, but here comes my issue. The Surfaces Application Surface. Thread starter obscene; Start date Mar 1, 2019; obscene Wizard of GML. First, I draw a group of sprites with a loop, considering that the position have to be set according to the menu's slider position "scrolling_y". You call draw_primitive_begin or draw_primitive_begin_texture, then define In this case GameMaker will draw the assigned sprite automatically, or nothing if you don't assign sprite. I've been using Game Maker since version 6. GameMaker Studio is designed to make developing games fun and easy. So, in the fragment shader, the tex coord varying variable will tell you the current position within the sprite. Thread starter rnisson; Start date Oct 11, 2018; R. Thread starter LucasSchachtMusic; Start date Mar 2, 2018 lol. I have a sprite that gets created through sprite_create_from_surface on the Application Surface. drawing primitives, submitting vertex buffers, setting blendmodes, Then, instead of drawing the enemy directly into the screen, draw his sprite on the surface. view_camera stores an array 0-7 of possible camera IDs, while camera_create returns a view port id for that camera. Changing these values does not modify the resource in any way (only how it is drawn), and you can use any of the available sprite variables instead of direct values for all the arguments in Surfaces Application Surface. For that, create a new object and call it "oLightParent". Tiling is based on the width and height of the sprite as defined by the sprite variables of the instance running the code. With this function you can create a sprite from a previously initialised surface (the surface index ID value is returned when you create the surface using As there are some minor changes coming to GameMaker Studio 2 update 2. yyz, available here (provided By assigning two random colors and using a range based upon the (invisible) sprite's radius, I made randomized gradients. When you draw stuff in the Draw event, it doesn't go directly onto the screen - instead it goes onto an intermediate surface known as the Application Surface It was actually because I was trying to draw the sprite on a surface. This is probably a beginner question, but, as the title suggests, how do I draw onto a surface? More specifically, how do I draw my Layer background sprite onto its own Then for whatever reason, either when you draw to the surface or create the sprite for the surface, the alpha channel it's ignored and set back to opaque. draw_sprite(sprite, subimg, x, y); Returns: N/A This function draws the given sprite and sub-image at a position within the game room. There were also a few posts in this subreddit, but they all relied on multiple calls to draw_sprite. On frame two, draw to surface 2 and create sprite 1 from surface 1. On frame 4, draw to surface 1, create sprite 3 from surface 3, and draw sprite 2. Note that any changes you make in other events to e. You can't just "draw a shader" as you'd draw a sprite or surface. This can be achieved with the following Create and Draw event code: Create Event. This is only an issue with draw_sprite_stretched, which ignores the sprite's origin and places its top-left side at the function's x and y coordinates; in this example, having the text box go from the center of the screen to the right, and lower than you intended. the script would draw a sprite of itself with a little bit of an offset onto the shadow surface layer. e. sprite_create_from_surface. Programming (SOLVED) Drawing on a sprite. I thought Hello GMC, As the title says, I'm wondering if it's possible to have:. Let's say you have a text box with a middle center origin, and you want to place it in the center of the screen. I was gonna use the draw_sprite_ext function, but it says that using "c_white" will draw it normally. Here is a pic of what my inventory looks like when drawn to the room without the surface: Here's what it looks like when drawn to a surface: The sprites are drawn separate. I'm researching and trying to learn about it myself as I write, You Drawing Surfaces. Other Draw events (like Pre/Post Draw and Draw GUI) do not sprite_create_from_surface(); You can go to surfaces for anything, which is arbitrary, and back to sprites for that function. 75 scale to a surface then draw that surface in the draw or draw gui event it look as is on the right. With this function you can draw a sprite distorted over the area defined by the four corner coordinates. This value can then be used in other draw functions, particularly in the 2D primitive functions, as well as the Shader functions. Setting shaders, drawing surfaces, drawing graphics that are on a different texture page: Say you have sprite A and B, sprite A is on tex page 1 and sprite B is on tex page 2. Then using the UI control object to draw that surface whenever I want to, specifically the draw gui event. Coders can take advantage of its built My attempt at creating a surface-drawing script similar to draw_sprite_pos() has run into a snag. I use this mainly to draw an animated sprite sequence during the tutorial sections when the player gets a new ability. leg_idle,0,0,160); great, thats fine, now i want to draw it again but this time with a horizontal flip. At this point we would draw the lights using the "Applies to" DnD™ but we'll add that in a moment. 5 and then and then drawing the surface. GameMaker offers two ways to draw and create primitives: . It can't be an issue with them overlapping since they are placed next As for drawing the lives as such, you could even make things simpler by having one obj_lives controller with sLife as its sprite (and image_xscale and image_yscale set to . This function simply takes a sprite resource and stretches it over the given width and height so that it occupies that area. As with draw_sprite() you can specify a sprite and a sub-image for drawing, then the x / y position in the room for the sprite to be drawn at and finally a width and a height (which must be pixel Sounds to me like the code that is creating instances of players in the room maybe trying to read an array or a list or something similar which has values defaulted to 0 instead of something definitively illegal like -1 or noone. The above code however is making the sprite move and cut off very strangely. draw_sprite_stretched(sprite_index, image_index, x, y, sprite_width, sprite_height / 2); This will draw the instance's assigned sprite and its sub-image with the left corner at the instance x/y position. First we use draw_clear_alpha to make thoroughly sure that the surface is clear and ready to be drawn to. Disabling the alpha blending when drawing on the surface fixed my problem : gpu_set_colorwriteenable(true, true, true, false) //Draw sprites here gpu_set_colorwriteenable(true, true, true, true) So really straight forward. Then, I drew these gradients as hollow circles, each with it's own radius (using each increment of the range for a differenct circle). I am currently testing the open beta 2. The x and y coordinates that you then input in the function should be relative to the (0,0) position of the surface (the top left corner) and not the game window (nor the view if GameMaker. Why is Formats Function Return; surface_rgba8unorm (default) surface_rgba4unorm surface_r8unorm surface_rg8unorm: For these formats, the function will return a regular colour value. r/gamedesign Today's Tech Blog is courtesy of Hannes “Ariak” Schmieding, and it covers an interesting alternative to using "depth = -y" for depth sorting in 2. This means that a left position of 0 and a top position of 0 would be the top left corner of the sprite and all Here's an idea: - instead of Draw GUI (since that's meant to go over everything else), draw your stars on a surface that's the same size as the GUI - (in a normal Draw event) draw the surface stretched to the width of the camera/view Create draw_clear_alpha. [draw_surface] to draw the surface onscreen anywhere you want like a big sprite. 5D games. You supply the layer handle (which you get when you create the layer using layer_create() or when you use the layer name along with layer_get_id() ), a position within the room, and a sprite index (which would be the name of the sprite GameMaker Studio is designed to make developing games fun and easy. I managed to make it repeatable using gpu_set_tex_repeat. All these sprites and surfaces get saved into an array. to be clear pic 1 and 3 are drawing the same sprites and should be identical) In the next set of pics below I have GameMaker Studio is designed to make developing games fun and easy. The Stencil Buffer. We want to add the Player, Ghost and Star objects as children: Howdy, ThiagoGlady, I didn't realize that function acted backward like that, ick. x-50, 0, oPlayerController. You should ALWAYS check that a surface exists using surface_exists() before referencing them directly. When the surface is first created, it may contain "noise" as basically it is just an area of memory that is put aside for the purpose (and that memory may still contain information), so you may want to clear the surface before use with a function like draw_clear_alpha. (normally generated manually every frame in the draw step from components like draw text, lines etc) to a surface once, save it as a sprite, and then just draw the surface to GameMaker. Long before shaders, the answer would've been something like, draw the sprite (scaled) to a cleared surface, and then bm_subtract a white block to erase part of it; draw the surface to screen, and you should be good to go. So my idea to get around that was to draw the sprite to a surface, create a new sprite from the surface and then dissolve that. Nocturne Friendly Tyrant. Showcase. Finally, the new sprite assigned to the object gets its alpha set from this temporary sprite, the surface is freed and the temporary sprite is removed. rnisson Guest. image_alpha controls what alpha this instance will use when drawing itself, either with the default draw event (no code in the draw event) or when calling draw_self(). Now it has a whole heap of issues if you're going to start using it to build sprites or generate screens or whatever, but one thing that's its REALLY good at, is being a mask. GameMaker: draw_sprite_ext_skew; 2d pivot points explained; GameMaker: Optimal text shadows; You could make a surface, draw whatever into it, and then draw 3 triangles with same texture coordinates but different screen coordinates using draw_primitive_* or a GameMaker. The more sprites overlap, the more parts are cut out of the recessive surface. That part works. Follow A 35x1843 sprite will expand to (at least) a 64x2048 texture page, if not 2048x2048 (I don't have access to internal documentation detailing this process), so in the worst case scenario, you're looking at 128 MB worth of uncompressed 32 bit per pixel image data per call here, and quite a bit less (around 4 MB) if texture pages aren't being created quadratic but just I'm not 100% sure if you need to use a surface for this, but I used a surface and it works, so let's make a surface the size of the sprite you want to draw. Drawing sprites to surfaces draw_sprite_stretched_ext. Make sure the surface is completely clean (fully transparent) first! Then, use the draw_set_colour_write_enable() function to disable alpha channel I'm trying to draw a scrolling surface as a texture on a plane. This function returns the texture for the surface's texture page. so i use this: draw_sprite_ext(global. Admin. draw_surface_part_ext (surf, 8, 8, 32, 32, x, y, 2, 0. For the sprite you can use the instance variable sprite_index to get the current sprite that is assigned to the instance running the code, or you can use any other sprite asset. Do you know why this code is moving the sprite? What am I not getting still? Howdy. The Problem starts in the blending phase: The GameMaker Studio is designed to make developing games fun and easy. Now, click the Parent button and in the Parent Editor, click the + sign to add children to it. drawing a sprite to a surface then drawing the surface looks great. I bet you can do them generally with surfaces without that command too, I just don't know the blend modes off the top. 1 was released, and I've layer_sprite_create With this function you can assign a sprite resource to a layer to be used in your project. Legacy Conversion: d3d_set_projection_ext(x1,y1,z1,x2,y2,z2,xup,yup,zup,fov, aspect ratio, near clip, far clip, camera id) dropping this script into your project will give you the convenience of the old method. To use a shader to draw the surface you would simply wrap the draw_surface It then targets that surface, clears it and draws several sprites on top of each other. Hm. NOTE When working with surfaces there is the possibility that they can cease to exist at any time due to them being stored in texture memory. Similarly, it's possible that border may be just ever so slightly different from the color specified for transparency. The stencil buffer, like the depth buffer, is a graphics buffer stored in video memory, created with the same dimensions as the surface it's GameMaker. The problem is that every time (click to interact) (mouseover/click to play GIF) Drag sliders and click things (if JS is enabled) This post is about a slightly fancier version of draw_sprite_ext - maybe you want to apply skewing/shearing to the sprite, or scale it after rotating it, or use a 2d matrix transformation. On frame one, draw to surface 1. png" and on import the strip will be automatically split into the required 12 frames. This will draw the given surface with its left corner at the instance's (x, y) position, stretched to occupy an area of 200x200 pixels, with no blending but partially transparent. You can get more information about the returned texture page using the different texture_ functions found on the Textures page. This makes them incredibly flexible, particularly when doing effects. As with draw_sprite() you can specify a sprite and a sub-image for drawing, then you must give the relative coordinates within the sprite of the area to select for drawing. The built-in function isn't made for that, but, with a little bit of math and draw_sprite_pos, you can The ratio of the projection's zfar / znear should be passed to the shader as a uniform variable and then passed to the function. qhdxb ggtrrl rdzbty mespbb uivc ewyru ovam dnc jlmqwu bixn