![]() ![]() I defined a default font and default font color, which will be used in the rest of the code. This is very useful for code maintaining. You can assign comments by the addition of double slashes in front I wrote the following code in the draw event: ![]() The code in the draw event willīe executed every frame/step and will draw our sprites and text. We rename the object to obj_titlemenu and add aĭraw event by left-clicking on Add Event. Tree and right-click on Objects, than left-click on Create. Need to create an object to deal with the drawing process. ![]() The last part of our tutorial is the implementation of text and our cursor. Through the tutorial again and look for a typo or a missing check mark. The following window should appear on your monitor. That the first room in your resource tree is corresponding to the first room in the game. Ok, let’s start our game with the play button or by pressing F5. Congratulations, you finished the first part of this tutorial! Let’s go to the next step: we left-click on the background layer and add spr_titlescreen as Pixel art and have a game window big enough to look at the beautiful art. Our initial resolutionįor Onna Gokoro is 320x240, which will be scaled up to 640x480, so we can maintain our crisp Viewport is the area of the display, on which our view will be drawn. The camera is the canvas, which represents the visible part of our potentially big room. The distinction between room, camera and viewport isn’t so simple for beginners so let’s visualize their relationship: WeĮnable the viewport, make it visible and adjust the width and height in the Camera Properties and Viewport Properties. Is our target resolution and our background sprite has the same dimensions. Room size can be adjusted under Room Settings. We will focus on the room properties and set them up for our title screen. ![]() For example: parallax scrollingĬan be easily achieved by the usage of two different background layers. Of backgrounds, objects, tiles and assets at different depths. Layers work like in the raster graphics editor of your choice and allow the implementation Let’s double-click on rm_titlescreen to open the room editor. So these are all ressources we need in today’s part. Vera Sans Mono, but every font on your computer can be used, unleash your creativity! Just a few words about the font: right-click on the font subitem in the resource treeĪnd create a new font. f_titlescreen is the font I want to use in the title screen. The default room, which I renamed with right-click. Our title screen and spr_cursor a 15x13 sized heart icon for our menu navigation. spr_titlescreen is a 320x240 sized background graphic for I drag and drop them easily into the IDE. You see two sprites in the Sprites subitem ( spr_titlescreen and spr_cursor). This window contains our created assets, scripts, rooms, The ressources tree is on the right side. This setting allows an optimized workflow when we primarily script our game. We create a new project ( File -> New Project) and select Game Maker Language (GML) as the project type.
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