![]() ![]() ![]() Once you do that, you can load a texture page at run-time and manually control which part gets drawn. Then you'd just have extrapolate the requisite drawing information for the individual sprites or assets from those texture page images. You could also let GM create said texture pages via the texture page preview tool. The only thing of note is that when you create sprites at run-time, each one goes onto its own texture page, so you'd want to pack everything onto a texture page manually to avoid senseless texture page swaps (or has this been fixed?). I grant you that you will have to write your own code for handling drawing the individual pieces, but I've already done something along a similar line, so it's not that complicated. ![]() I've done animated sprite-based tiles, so what do you mean, exactly? You can draw 'part' of any image with the draw_sprite_part() function (or has that been deprecated with GMS2?), and you can load various image formats at run-time (or create your own). ![]()
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