Gamemaker draw background to surface. mainCamera = cameraCreate(); global.

  • Gamemaker draw background to surface This worked without a hitch when I was drawing to the application surface, but in this case I'm Surfaces are an incredibly flexible tool in GameMaker, particularly if you're using them for effects. 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 I'm 4 days into making my game and I want a glitch effect for when enemies are damaged, I found bktGlitch which is a really, really good shader from what I can tell. 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 Hello, I'm using a surface to draw an item description. However, I'd love to use it on my o_simpleEnemy. And also, is possible that there is a better way to do it. If you’re new to GameMaker, make sure you have a good understanding of it’s interface and 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 To use a shader to draw the surface you would simply wrap the draw_surface in a shader_set and shader_reset (), making it incredibly simple to use a surface to add effects. The solution would be to draw the You can still do it like that. Draw the surface in the Draw GUI or Post Draw event of an instance, since these events are independent of views. There, now the game background is fully transparent without needing to use screenshot surface workaround! NOTE: This transparency code should be in a controller object, as what ever that is drawn before it in the Draw Begin event could disappear or interfere with it! So yesterday I replied to this post that was asking what is more optimized, using Game Maker's draw_text versus draw_sprite. mainCamera = cameraCreate(); global. This tutorial is for Game Maker Studio 1. While made for the Windows target, the logic applies in general for all platforms GM Version: 1. It is meant for use on the application_surface. This is not a post-effect, it's right in the middle of my objects and anything drawn BEFORE it is redrawn inside the pods. It behaves like a colour and all calculations on it are done in a similar manner. You should use it before drawing to the surface. Programming When beginning to use GameMaker, one of the first things you'll have to deal with are the Draw Events, since these events are responsible for what gets shown on the screen when you run your game. Also, I've tried searching for ways to exclude images from the draw space but haven't come up with anything / am uncertain if I GameMaker draw surface over sprite. Alternatively, set opacity to 0, draw mode to "Replace" and draw a circle in the built-in sprite editor. I need to draw only my instance layers in a surface When i draw them to the surface and they are overlapping, the outer part (fully transparent part of a smoke particle) clears a part of the previous drawn particle). sprite_add_from_surface. Returns: N/A Example: draw_surface_tiled_ext (surf, x, y, 2, 2, c_red, 0. The Stencil Buffer. GameMaker Studio 2 (GameMaker Studio 1. I'd like to draw it to a surface, so I can then draw a debris surface on it, before drawing the player on top of that. you could draw the background on a separate surface, then make sure the background surface is drawn before the level_surface is, you can do this by creating 2 seperate surfaces, drawing the stuff on each surface in the draw event, the order which you draw them doesnt matter here, then in the draw gui event, composite them the main level on top When beginning to use GameMaker, one of the first things you'll have to deal with are the Draw Events, since these events are responsible for what gets shown on the screen when you run your game. these Returns: N/A Example: draw_surface_stretched (surf, 10, 10, 100, 100);. GameMaker Studio is designed to make developing games fun and easy. Take care of this whenever you notice a If you are referring to the application_surface in Game Maker, that is not a tool; it is literally just a surface like you create with surface_create(). I wanted to make a Pause system where in a room, you press Pause and you go to a pause room whose background is an image of the room you left behind. Register. The Pre-Draw and Post-Draw events are part of the Draw Event category. Apr 1, 2018 #1 Hey guys! I have a slight problem with the windowed code. This means that a left position of 0 and a top position of 0 would be the top left corner of the surface and all further A surface cleared with an alpha of 0 may appear different from a surface cleared with an alpha of 1, due to the way they blend with the background. I have a persistent object that creates a screenshot of the room when exiting it: global. All draw functions need to either go in the Draw Events or a targeted surface (which should also be dealt with in the Draw Events). Let us know if the former isn't what you are trying to do and I'd be happy to elaborate a bit more on this. Similarly, it's possible that border may be just ever so slightly different from the color specified for transparency. This function draws the given surface as in the function draw_surface, with additional options to change the scale, blending, rotation and alpha of the surface being In this tutorial I’ll show you how I use Surfaces and basic 3D functions to create a background for my shmup style game. 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 To save of space for the jam, I'm dynamically creating my background by drawing some sprites to a surface, turning that surface into a sprite, and setting the background to that sprite. Beginner here. Hello! I've been stuck for hours with this stupid problem: Let's say i have a surface with a circle in it, on a transparent background. Thread starter elsi11; Start date Apr 1, 2018; E. Programming. This function enables or disables the application surface. However, I don't really understand how to do that, Alternatively, set opacity to 0, draw mode to "Replace" and draw a circle in the built-in sprite editor. any attempts to draw this surface texture result in the Drawing. 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 Basically the surfaces are these: 1 - First I draw the checkered background. Programming drawing on surface problem. They are also among the most advanced features offered by GameMaker, so it is necessary I want to draw text to a surface then create a sprite from the surface including the text. ) you can simply access the application surface itself (see below for further draw_surface_ext. So I have an object that draws a part of application_surface on an already created surface (which is basically zooming at the position of the mouse using surface) in draw GUI event. I wanted to make a Pause system where in a room, you press Pause and you go to a pause Hi all! I'm working on a game that uses surface, but since not all PCs can support surfaces I'm hoping to have a surface compatibility test run when the game starts up. Backgrounds The following routines can be used to create new backgrounds and to remove them Draw the image on the surface using the drawing functions and next create a background from it. I understand that drawing a 0 alpha black pixel to the Surfaces in GameMaker let you draw stuff indirectly, without it appearing on the screen. Thread starter Wild_West; Start date Dec 22, 2016; Tags surface texture page; W. But it sounds like you are over complicating your problem. I draw on the surface and then I just The problem is you have to scale the application surface differently. Take care of this whenever you notice a difference in the way something renders on a custom surface as opposed to the application_surface . I know this is the correct behaviour, and that It can be fixed by A surface cleared with an alpha of 0 may appear different from a surface cleared with an alpha of 1, due to the way they blend with the background. 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. I'm not sure if you can do it in the BegiN Draw event; but even if you can't, you could have a controller object, place it at the very top of the instance order list, set its depth to whatever the lowest tile layer is minus 1 (so if your lowest tile layer is 99, you'd set its depth to 98; so the backgrounds/tiles will be drawn, then the gradient will be drawn Backgrounds Game Maker 8. 5)), base_col. draw_surface_part. You clear it with black and then leave it. Essentially, my project uses 3D vertices to draw sprites to the screen at different depths. In other words, add this to your code: Hello, so this is a particularly specific problem but I will do my best to explain. As with draw_surface you can specify a surface, but you then need to specify the relative Quite often we have people enquiring about what they see as odd results using surfaces, most specifically to do with unexpected transparent effects when drawing surfaces to surface_create. Hi! I am trying to create a transition between 2 rooms. The idea then is to have a sort of "freeze" effect where I can draw on top of the new room, and then return to the original room with everything as it began. You can also read this variable to get the surface that has been assigned to the chosen view or it will return -1 if no surface has been assigned, and generally the surface used for this function should be the size of the view camera itself (not the view port). The image below illustrates this: So, if you are using the Pre-Draw or Post-Draw GameMaker. That means the scope of drawing changes to the surface size when you use surface_set_target(surf) You shouldn't need to take the window object's real space coordinates into account for drawing at all as long as the surface is being draw at the right location already. Wild_West Guest. It works, but I can't seem to get the size right. But when I draw it, both of them are merged, and the The surface is always from 0,0 to the width and height you set it to be. This makes them Is something like this legal? Or do you have to create a separate "middle man" surface to apply an effect at that point? Any info is appreciated :) if My approach would be to draw one of those as normal (directly to the Application Surface), and draw the version with inverted colours to a (small) custom surface, and then you could draw the background on a separate surface, then make sure the background surface is drawn before the level_surface is, you can do this by creating 2 seperate surfaces, drawing the stuff on each surface in the draw event, the order which you draw them doesnt matter here, then in the draw gui event, composite them the main level on top Hello again, Yesterday I had asked for help for doing an inverse cut out effect and I was able to getting working with the help provided. It is a surface that is draw once to it (say GUI elements that don't change, like an inventory background), and then just draw the surface. Screenshots do not save the application_surface, they save the draw buffer, which includes everything you draw, regardless of event. All surfaces are, by default, created with a I would like to create an object in GML2 that, as it moves across the screen, erases the background image. By default this is enabled, but in many cases you will want to take over when and how the surface is drawn (when using shaders for example), in which case you would use this function to set it to false so that you can draw it yourself when and how you require. As with draw_surface() you can specify a surface, but you then need to specify the relative coordinates within the surface of an area to select for drawing. Forum Home. 4 with slight code modification addressed) I'm using a mask This tutorial is for Game Maker Studio 1. This may not sound too useful at first, but they open the door to a You could try drawing the tiled sprite based on the camera position like so: draw_sprite_tiled(sprite, subimg, floor(cam_x/sprite width)*sprite width,floor(cam_y/sprite draw_surface_part. What I want to do is to see if I can draw the contents of that layer manually inside of a for loop in order with displacement to make this effect. This function draws part of any surface at a given position within the room. Today I'm trying to get an adjacent effect achieved. background= background_create_from_surface(application_surface,0,0,room_width, room_height,false,false) Then, when I enter a new room, a object draws that background as foreground using Hey all! I've been trying to export an surface (via surface_save method) into a . Programming draw rectangle on non draw the rectangle over it. They are png files, a character face and then an alternate expression face: They weren't Hi GM community! I'm fairly new to programming but was wondering if any one could help me out a bit with this conundrum of an issue. Is there a way to draw an The [below] code creates a surface and stores its index in the local variable "surf". Basically, we're going to be using a surface to "catch" debris, casings, or any other item A set of textures and some text underneath them is drawn whenever I enter a room. My layer background will repeat for a short time before just stopping. then draw that surface in the GUI End event, so that the transition then draws over the GUI. If you rescale the application surface to something large enough, then fullscreening the game will magically get the full quality background again. 8); surface_reset_target(); GameMaker. Draw it with shader effects, use it as a texture for a model, and any other applications you can think of! Easy to set up and implement (working demo is included). Programming SOLVED How to draw the the second sprite is set as the background of the room. Draw it with shader effects, use it Surfaces are an incredibly flexible tool in GameMaker, particularly if you're using them for effects. draw_sprite I agree. 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. You should move it all into the Draw event and use a background_exists, or variable check to run it only once. GameMaker. global. I saw you can cut out a circle so I tried using another surface to Hi guys, I'm new to surface and I need a little help here. The GameMaker Room Editor permits you to add backgrounds into any given room using layers. Basically the equivalent of what the "application surface" variable does, but for the GUI layer. utilityCamera = cameraCreate(); A cameraController object updates mainCamera's view and projection Since the camera is returned as a native Gamemaker surface, you can use the surface as you would a regular sprite, background as well. I'm not sure if you can do it in the BegiN Draw event; but even if you can't, you could have a controller object, place it at the very top of the instance Any tips or ideas would be much appreciated. The issue I'm having is that rather than rendering things relative to You can use dynamic mask rendering in GameMaker to add shadows, but incredibly cool and valuable. Some useful tidbits here, but I would recommend scripting yourself somewhat. However I have set the window size to (380 x 340) which is a 3x magnification for the pixel art. However on some older devices and specific chipsets this may result in poorer performance. And really important, I only want this effect on the background and to not effect any You can use dynamic mask rendering in GameMaker to add shadows, but incredibly cool and valuable. I have a simple fragment shader that draws the application_surface at a skewed/tilt to add a subtle z-tilt effect to my game. I've tried a Draw_Begin event to capture a tile layer I want to One thing to note is that should you require drawing the whole display to a surface (including tiles, backgrounds etc. My room is 300 x 300 so I thought this would create a sprite larger than the room, but it doesn't seem to. Shaders are often used to create beautiful graphical effects in games. It's not background_xscale that makes the background loose quality, it's the application surface dimensions and how the surface gets drawn to the screen that does. This function draws a surface at a given position within the room, with the top left corner of the surface being drawn at the specified x/y position. You can make the latter draw into a surface using layer begin/end scripts to set and reset the surface target. Thread starter graviax; Start date Aug 1, 2016; G The ratio of the projection's zfar / znear should be passed to the shader as a uniform variable and then passed to the function. For Hey, I am using the following code to copy the application_surface to a new surface so I can draw it to create a still background for my pause menu. On frame 3 GameMaker. I've tried moving the code around to different draw events, and splitting up when the draw_surface functions are being done, but I GameMaker Studio is designed to make shader to a surface I eventually got the blur to work over the entire screen, but when ever I tried to resize the surface, the background would if surface_exists(surf) { draw_surface(surf, view_xview[0], view_yview[0]) } At least when I try it like this, it doesn't work properly. The problem is any transparent pixels in the text (due to anti aliasing) will be transparent in the A surface cleared with an alpha of 0 may appear different from a surface cleared with an alpha of 1, due to the way they blend with the background. elsi11 Guest. This is only for use in the draw event of an instance (it will not show if It's not background_xscale that makes the background loose quality, it's the application surface dimensions and how the surface gets drawn to the screen that does. 5) Multiply the original multiplied matrix with your new Endless Game Maker. I have a game that is 160 x 140. background_delete(ind) Deletes the What I'm saying is that it you only want to sample one layer, you NEED a surface. I am trying to All we're doing here is drawing a background sprite repeated over the whole back buffer and then letting GameMaker draw the application_surface and the GUI layers over the top as normal. This function works in exactly the same way as sprite_create_from_surface() only instead of creating a new sprite from the area of the indexed surface that you select, it adds the defined area of the surface as a new sub-image to a previously created sprite (this means that you cannot add it directly to a sprite from the resource tree, but A surface cleared with an alpha of 0 may appear different from a surface cleared with an alpha of 1, due to the way they blend with the background. If that is not the case, draw the background to a surface and punch a hole using blend modes, then draw the surface. 2 - Second I draw this area with black lines around it which I will call GUI from now on. Would this be done using a shader and a surface? Draw the frontmost layer normally to a surface, in order to get gamemaker to draw my background in the reverse order of depth, I had to do something kind of convoluted. However for backgrounds added through the IDE I am having problems with some engine culling? or something I'm hoping I'm just making a weird mistake. Coders can take advantage of its built in scripting language, "GML" to design and create fully-featured, and First, I've created a surface called SUPERBACKGROUND. That's what this tech blog aims to Hello, I am having problems trying to create a wavy background. 5);. For all my objects it works fine. I understand that drawing a 0 alpha black pixel to the Surfaces have transparency naturally, but you can use draw_clear_alpha(c_black, 0) after surface_set_target() to ensure the surface is clean with no noise. I know this is the correct behaviour, and that It can be fixed by So i can render my objects easily to a surface. 5 alpha circles to a surface with 0 alpha, and then draw this surface to the room, you would be able to clearly see this: If you are still a bit confused about the alpha, try to picture it as just another colour. By default the application surface is enabled and all drawing for the Draw Events will be done to that and the surface drawn to the screen. Menu Log in Register Forum Home. I'm trying to draw something semi-transparent on top of it , lets say a red circle of 50% transparency, without affecting the I made a refraction effect in my game. I'm trying to make some simple animated backgrounds but can't figure out how to do them outside of There has to be some sort of surface bug, has anyone else been experiencing it? I just added my first surface to my game (to prove that I didn't mess up with another surface and What I want to do is to see if I can draw the contents of that layer manually inside of a for loop in order with displacement to make this effect. Programming Legacy GM Solved: Can't My game has lots of background tiles and objects on the screen that should be appearing but are not. You need to draw the surface with draw_surface(surf, x, y) Furthermore, you shouldn't clear the surface every draw event if it is not going to change. On this surfaces, my application surface and the lightning surface are being drawn. Move . New posts Latest activity. For the id, I used application_surface, I'm making a space themed game. The main draw events draw into the application_surface. This draw_controller stores a surface then loops through and draws to the surface all the instances that are in the layer. Drawing the gradient on a surface (once) and then displaying the surface can sometimes be a better choice. What I'm trying to do is basically to have a texture that's drawn to a surface that makes up the entire screen but only have it appear over certain other objects and regi application_surface. This function creates a new surface and returns it. This will draw the surface indexed in the variable surf with its left corner at (10, 10). lmcpereira Guest. When working with surfaces, it is often required to capture the whole visible region of the screen to the surface, and so you would assign it to a view port using this function. Then You pass this blue surface throu another shader, which tests if there is any difference in . Thread starter lmcpereira; Start date Feb 2, 2017; L. Thank you, beforehand draw_clear_alpha. Since the camera is returned as a native Gamemaker surface, you can use the surface as you would a regular sprite, background as well. Hey all! I've been trying to export an surface (via surface_save method) into a . Then, using the normal blend mode, draw that surface onto the application surface (which you need to have already cleared to the background color). . All we're doing here is drawing a background sprite repeated over the whole back buffer and then letting GameMaker draw the application_surface and the GUI layers over the top as normal. I looked through the functions for surfaces, but there doesn't seem to be anything to just assess if the computer supports them (shaders I can test not problem). b value between pixels, 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. So I'm making a simple pause event, and I want a pause event with the screen in the background, so I used sprite_create_from_surface. 4 and up. 4, but should apply to all version Target Platform: Window, but generally applicable to other platforms Links: see links below for example How to properly scale your 2D game to any screen size. To save of space for the jam, I'm dynamically creating my background by drawing some sprites to a surface, turning that surface into a sprite, and setting the background to that sprite. Its width and height are both set to 100, which is how much space it will occupy regardless of the surface's actual width and height. You should never create a surface in the Create Event, as there is a possibility that it will be assigned the same ID as the application surface. And You draw it to surface (let say depth surface). But the problem is that whatever I draw on the surface, won't be Menu. Then, there are two methods I am considering which GameMaker Draw GUI/ draw_surface alpha issue I'm doing a Windows port of my browser game which was made in a 1:1 aspect ratio. I have a grey surface, and a white surface. It's as if the GameMaker Studio is designed to make developing games fun and easy. Untying parallax backgrounds from game pixels means having to draw them separately from game surface (which would now have to be transparent), and that’s some work. When stretching the window horizontally or vertically, I wanted to fill the black space with an infinite background, like this: This is the code I used in Draw GUI I used draw_surface_stretched() because I plan on porting to the default surface that gamemaker handles behind the scenes is in every room. Legacy GM Copy everything to surface. On frame one, draw to surface 1. You can still do it like that. I've been using Game Maker since version 6. If I copy the application surface and then draw it in game then it's fine but when I use surface_save the result has alpha issues and is generally a little brighter. I've looked at the functions but not seeing anything that would manually draw the tile layer. A way to achieve shadows was to add a script to instances that required shadows. a); (so I don't know where I'd I would like to create a new room where I just capture the application_surface from my existing room into the new room. At first I though this was happening because blendenable was set to false, but even when I put gpu_set_blendenable(true) directly before the lightning object draw code, I still get this problem. 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 view_set_surface_id. Other factors may be I suspect this may be because GMS probably resizes each sprite and tile on the fly and then draws them to the app surface which is of the display size. With this variable you can set the contents of a view port to draw to a surface. I've gotten used to using the shader's sampler to alter the whole screen using texture_set_stage(tex,surface_get_texture(application_surface)) draw_rectangle(0,0,room_width,room_height,0) , but this shader ends with gl_FragColor = v_vColour * vec4(pow(abs(base_col. What's new. Hi GM community! I'm fairly new to programming but was wondering if any one could help me out a bit with this conundrum of an issue. The problem is around the edges of the screen there is bad distortion from the skewing of the view, the GIF below shows the problem. So I figured out how to make my If you used one view, then you would need to have the non-player objects draw themselves using draw_sprite_ext(). You have been referring to screenshots. So I'm trying to draw a list of "objects" on a surface and draw this surface on the screen. Color gradients can add visual interest. previous page next page. draw_clear_alpha should work. Programming This subreddit is dedicated to providing programmer support for the game development platform, GameMaker Studio. the problem is that some spesific draws just look weird after the copy, like they are drawn in some different blend mode or low alpha. It then targets that surface, clears it and draws several sprites on top of each other. Other Draw events (like Pre/Post Draw and Draw GUI) do not draw_set_blend_mode(bm_subtract); draw_surface(light,view_xview,view_yview); draw_set_blend_mode(bm_normal); I tried finding a way to move the background layer to a different depth but it seems like that's not doable. As with draw_surface you can specify a surface, but you then need to specify the relative coordinates within the surface of an area to select for drawing. You aren't actually drawing the surface here. See the code example on the surface_get_texture_depth function page for a complete example. When beginning to use GameMaker, one of the first things you'll have to deal with are the Draw Events, since these events are responsible for what gets shown on the screen when you run your game. This means that a left position of 0 and a top position of 0 would be the top left corner of the surface and all further coordinates should be A surface cleared with an alpha of 0 may appear different from a surface cleared with an alpha of 1, due to the way they blend with the background. And it's good for making gradual real-time changes to the gradient to change the mood. Hi everyone, I'm having some issues with trying to save a sprite of the application surface. With this function you can draw part of any surface at a given position within the room. If Hi. They are png files, a character face and then an alternate expression face: They weren't drawing properly, so I've created a simplified example. A surface cleared with an alpha of 0 may appear different from a surface cleared with an alpha of 1, due to the way they blend with the background. Take care of this whenever you notice a All we're doing here is drawing a background sprite repeated over the whole back buffer and then letting GameMaker draw the application_surface and the GUI layers over the I'm trying to draw a surface to simulate a day and night cycle. Here's how it looks unpaussed: And when Guide To Using Shaders. I have 4x anti-aliasing enabled with display_reset(4, false);; After creation, surface is targeted and cleared to transparent white with draw_clear_alpha(c_white,0); //note - any colour may be used So I'm trying to create a program that renders an image and saves it in your folder. Finally it creates a new sprite from the composite image drawn on the surface and assigns its index to "spr_Custom" before freeing up the memory used by the surface. I think at that point I’d reconsider whether it’s better to use this trick or just round coordinates (and maybe use a shader like this one if you need pixel-perfect rotations) I'm trying to access the GUI surface, but i can't figure out how to do so. The regular Draw events (Draw Begin, Draw and Draw End) draw to this surface by default. This surface is permanently available and is where the I have also tried making a draw_controller. Programming GML Drawing Backgrounds Anyway. I've thinked about a way to do it: convert my buffer data to an image, then load as a sprite or background and then loading the texture, but i've no idea how to do it. I've got a tutorial object that acts like a pause menu, it saves the application surface and then draws is as background, after disabling all instances. This is a valid method, correct When beginning to use GameMaker, one of the first things you'll have to deal with are the Draw Events, since these events are responsible for what gets shown on the screen when you run your game. Before I draw the GameMaker. Is A surface cleared with an alpha of 0 may appear different from a surface cleared with an alpha of 1, due to the way they blend with the background. Lastly, here's a short example showing the effect Basically you can set any of the draw functions to some specific surface, just remember that you need to manage clearing it between steps. Everything that Hmmrm, blend mode help? I'm drawing 2 images to a surface, but it messes up. Note that alpha values are maintained in the background. 4, but should apply to all Hello. This is because GM has specific optimisations in the Draw The image below shows how this works, with the backbuffer being drawn first, then the room layers, then the GUI layer on top (corresponding to the Pre Draw, Draw and Draw GUI events): There will always be two layers added Surfaces in GameMaker let you draw stuff indirectly, without it appearing on the screen. I hope my question keeps as a legacy for other devs. That's what this tech blog aims to In today's coffee-break tutorial we're going to be looking at surfaces, in particular, how to use them to create decal effects in your games. I've gotten used to using the shader's sampler to alter the whole screen using texture_set_stage(tex,surface_get_texture(application_surface)) Hey. 20 minutes is a very long time to explain something quite simple. Is there a way to use the application surface as a surface. In the normal draw events, GameMaker doesn't actually draw directly to the screen, but rather draws to a surface called the application surface. Here's my complete example code (drawing event of object_0): var sur = Legacy GM Is it possible to edit game maker texture pages like a surface? For example, if you wanted to tint/change the game environment, you could redraw all the sprites in their new form directly to the texture page, rather than doing it in real time every step using a shader or even image blend. Hmmrm, blend mode help? I'm drawing 2 images to a surface, but it messes up. background_delete(ind) Deletes the application_surface_enable. This surface is permanently available and is where the game is drawn by GameMaker. So, You can also pass in 1, 1, app[0], app[1] as arguments if you want to keep the 1:1 pixel size, but keep the origin at the application surface so that drawing is always based from I am using draw_surface, and it replaces all the background with the cleared black of the masked surface instead of ignoring those pixels. This is only for use in the draw event of an instance (it will not show if So I'm making a simple pause event, and I want a pause event with the screen in the background, so I used sprite_create_from_surface. To find their position on screen, the x position should be (x - view_xview + room_width/2) mod room_width - room_width/2 + view_xview; the y position wouldn't be much different. This may not sound too useful at first, but they open the door to a GameMaker [SOLVED] Draw object to surface after destroyed I'm trying to take advantage of game maker's surface system; the player can shoot bullets out of a gun and the 4) Create a matrix with the inverse translation of the first matrix (so that it moves the surface back to where it came from). However, I don't really understand how to do that, I've tried a couple times to draw the application surface or just a section of the application surface but every time i reference it, it doesn't return the surface, instead it returns the games actually texture page as shown bellow. As the name implies, a background layer is simply a sprite asset that is being used as a background on a layer that's at a set depth within the room, and by stacking layers you can make some things draw over or under others. This function will draw a part of the chosen surface at the given position following the same rules as per draw_surface_part(), only now you can scale the part, blend a colour with it, due to the way they blend with the background. It's worked well for me. the problem is that I've created 2 cameras. This will draw the surface indexed in surf at the instance's own x and y position, double its stored size and tiled 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. This is Post Draw event draw_surface_ext So basically, draw a surface at the XY coords of the camera, and subtract camera XY coords from elements being drawn to the surface. What I assume would work best for view cones would be to draw all of them to the same surface at FULL alpha (no transparency), and then draw the surface itself at whatever transparency looks good. New posts. Hi all, I'm seeing some (potentially) strange behaviour when drawing a primitive with anti-aliasing to a surface (other than the application_surface). I need to draw a background layer of stars (for obvious reasons) The space ship walls, floors, and people are drawn on the application Please, I am not stupid, but I have trouble making a background from a surface. The problem is that I want to get the mouse position in relation to the game GUI, application_surface_draw_enable. application_surface. It's a great way to make a game that is aspect-ratio-corrected look like it actually adapts to the display size. Log in Register. var w = When beginning to use GameMaker, one of the first things you'll have to deal with are the Draw Events, since these events are responsible for what gets shown on the screen Right now I am using the Draw Event to draw a tiled background using code with: draw_sprite_tiled(spr_background, 0, 0, 0); The background shows up tiled, however it seems Firstly, all surfaces GameMaker creates contain an alpha channel. This function enables or disables the automatic drawing of the application surface. I have draw_background_part(bg_overworld_green, 1 * tile_size, 0, tile_size, tile_size, xx, yy); in the object draw event. This global, built-in variable can be used to access the application surface, for use in any of the surface functions. That's what this tech blog aims to draw_surface_part_ext. I ended up simply using draw_sprite_ext() to draw the background image with the desired blend and alpha A surface cleared with an alpha of 0 may appear different from a surface cleared with an alpha of 1, due to the way they blend with the background. The code is something like this: -> If you were to continue to draw a number of 0. png, but due to how alpha blending works on surfaces it gets tinted (towards black as I'm using draw_clear_alpha(c_black,0) to clear the surface). I've looked at the functions but not In a previous article that we published on blend modes, we covered the simple blend modes that you can use in your games, and gave a basic overview of how they work. Thread starter rosegoldphoenix; Start date Nov 25, 2016; Tags 3d help After that, you must draw the surface under ortho projection or in draw gui. When you do a “draw_clear()” call after setting the surface as the active render target (which the example If you want the best chances, o would try with three surfaces. Im coming from game maker studio background and the engine would let you draw sprites onto surfaces. However, there's not just one draw event, but several, and you may not know which one to use nor what the differences are between them. That's what this tech blog aims to The problem is, I have another object that uses bm_subtract blendmode to draw a lightning surface, and when I put both objects in the same room I just get a black screen. But for I have made a surface draw a view which is outside of the players current view to see things which farther away, but the shape is square and I'd like it to be a circle shape. I am trying to create a wavy background effect like the one seen on this video at 0:49 I have no ideas how to use shaders or surfaces at all. the screen normally: the pause: as you can see, mostly outlines look weird. Feb 2, 2017 #1 Hello, Is there any command that can be afterwards, tell GM "please draw to my surface (the objects, backgrounds, Background Elements. Hello there!, I am having some difficulties with surfaces when trying to use them as background; first of all, I'd like to use the draw gui event for that instead of the regular draw event. draw_surface. Dec 22, 2016 #1 I don't know if I'm You can draw/copy it to other surface without any issue. surface_set_target(surf); draw_clear_alpha(c_black, 0. I am in a menu and I want to modify the game image while in this menu, but the image can not be put to application surface as it is not drawn on screen. draw_clear_alpha. I'm trying to draw something semi-transparent on top of it , lets say a red circle of 50% transparency, without affecting the Hey. Just to verify the bellow is This subreddit is dedicated to providing programmer support for the game development platform, GameMaker Studio. After that, the draw GUI events draw into another layer, that is then rendered on top of the application_surface. To do it from a controller object, When beginning to use GameMaker, one of the first things you'll have to deal with are the Draw Events, since these events are responsible for what gets shown on the screen when you run your game. 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 Here is an example of what I'm trying to do. 1 was released, and I've draw_surface_part. But that problem only exists because you turned off automatic drawing of the application surface, which is not needed. rgb), vec3(2. 3D [SOLVED] Problems drawing SURFACES in 3D. The grey surface is the background, and the white surface is on A surface cleared with an alpha of 0 may appear different from a surface cleared with an alpha of 1, due to the way they blend with the background. now my question is this. Hello everyone, I'm in trouble dealing with sprites that have some transparent parts. When I draw them in a surface (the surface has a background colour) the transparent part shows what's behind the surface. Next we need a background and a sprite we'll use to 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 ()). Then I draw the I am using draw_surface, and it replaces all the background with the cleared black of the masked surface instead of ignoring those pixels. draw_sprite Surfaces Application Surface. But when I try to draw something on the surface that I created, it doesn't work Menu. As you can see, I draw the item name (Node 39 in this case) with a glow effect which I coded, it draws with an alpha, and We can do all this without resorting to render targets, or CPU processing, shaders - or in fact anything especially complex. Jun 28, 2019 #1 Hi everyone! Thanks for you help! I am trying to draw kind of a helper when the player click a city or a building. I'm trying to wrap my head around how to draw a tile instead of a part of a baskground. the script would draw a sprite of itself with a little bit of an offset onto the shadow surface layer. Please, I am not stupid, but I have trouble making a background from a surface. This makes them incredibly flexible, particularly when doing effects. As you show, the draw_rectangle_color() function is useful for that. However, unlike the other Draw events these draw directly to the display buffer, which will be the size of the combined screen space for all viewports currently visible, or the window size if only using one viewport or none at all. 3 - The third surface I call the camera (or view), which leaves everything inside it so it doesn't show on the outside. This means that everything that is shown in the chosen view port will now be drawn to the assigned A surface cleared with an alpha of 0 may appear different from a surface cleared with an alpha of 1, due to the way they blend with the background. When drawing to the screen (or a surface), most people only think about the colour, that is the red, green and blue we'll draw the the background, the button shadow and then the button itself, all as normal. This section, and the following section on Movement and Controls, are aimed at giving you practical examples of GML Code or GML Visual, to get you started making your first game A surface cleared with an alpha of 0 may appear different from a surface cleared with an alpha of 1, due to the way they blend with the background. Hi. Basically it uses draw_surface_part to draw part of the application_surface scaled up a little. In other words, I have a background image covered by another black GameMaker Draw failed due to invalid input layout. 3D Best way to draw background gradient to use as sky. Legacy GM When resizing surface, background picture gets overly magnified for 1-2 seconds. to the application surface, drawing it to the screen in the post draw event: gpu_set_blendenable(false); draw_surface_ext(surf, window_get_width()/2 1 for all the background sprites and 1 for the foreground with the player and floor blocks etc. On frame two, draw to surface 2 and create sprite 1 from surface 1. You have been referring to After you clear the surface to black, try drawing your background image on the surface then performing your subtractions. We explore how to make the most to draw from. Latest activity. I'm uploading an image of this problem here. That's what this tech blog aims to Backgrounds Game Maker 8. For the id, I used application_surface, but it crashed whenever I used my pause button saying; FATAL ERROR in action number 1 of Step Event0 for object If you are referring to the application_surface in Game Maker, that is not a tool; it is literally just a surface like you create with surface_create(). jwpi zwpspjvw tdfjr gvwo uisfan quoue neplg vuyv ftkn rxufgj

Pump Labs Inc, 456 University Ave, Palo Alto, CA 94301