other neat features such as smooth sub-pixel movement.It’s mainly for low resolution games but it can be tweaked to either simulate fluid, hi-res movement or to accomodate optimized collision code for hi-res games. In this series, we’ll see how to code a platformer engine in GameMaker Studio 2. From there you could refactor and clean the code a bit to suit your taste, I guess. Unfortunately I’m unable to update the series for the foreseeable future, but downloading and importing the final project inside the new IDE should trigger the conversion. It doesn’t take advantage of functions, chained accessors, structs and other new features of GML/GMS2.3+ IDE. The following article is for pre 2.3 versions of GameMaker Studio 2. Some adjustments required for GameMaker Studio 2.3
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