StealthyMC Posted November 25, 2012 Report Share Posted November 25, 2012 Apparently my graphics designer Delta ran into some issues with implementing waterfalls for the first level, Shimmering Shores. Here are a couple of images to show what the problem looks like: Can someone here provide us with a solution, or at least a suggestion? Help would be great. Link to comment Share on other sites More sharing options...
Damizean Posted November 25, 2012 Report Share Posted November 25, 2012 Implement the Draw event and select the frame to render based on a global timer. For example draw_sprite(sprite_index, global.TimeSinceLevelStart * 0.1, x, y); Link to comment Share on other sites More sharing options...
Delta Hedgehog Posted November 25, 2012 Report Share Posted November 25, 2012 I'm sorry, but could you please go into a little more detail about what I should do? I can do some things in Game Maker, but it's like you're speaking a foreign language right now. Link to comment Share on other sites More sharing options...
StealthyMC Posted November 25, 2012 Author Report Share Posted November 25, 2012 I've tried out your suggestion Damizean, it seems like it's almost been resolved. The waterfalls look better vertically now, but the error in the second screenshot still persists. Link to comment Share on other sites More sharing options...
Delta Hedgehog Posted November 25, 2012 Report Share Posted November 25, 2012 Send me the engine. It might be a problem with the sprite still. Link to comment Share on other sites More sharing options...
Delta Hedgehog Posted November 25, 2012 Report Share Posted November 25, 2012 I can't seem to fix the issue in the first screen I have no idea what is causing it. It's probably the sprite. Link to comment Share on other sites More sharing options...
DimensionWarped Posted November 26, 2012 Report Share Posted November 26, 2012 Ugh. It's not the sprite. It's what Damizean said. The image starts its animation based on when it becomes visible on screen. That means the first object that becomes visible to the player starts playing the animation before the others so they become out of sync. You can prevent this by overriding the normal draw function in Game Maker with a scripted one. Select whatever object is used for the waterfall. Select "Add Event" and choose a draw event. For the action that you take, select 'Execute Code' from the code section in the control tab. Then just put the code Damizean referenced in the script editor window that appears. Link to comment Share on other sites More sharing options...
Delta Hedgehog Posted November 26, 2012 Report Share Posted November 26, 2012 My bad, I didn't mean to say the first screenshot, I meant the second screen. The first has already been resolved. Link to comment Share on other sites More sharing options...
DimensionWarped Posted November 26, 2012 Report Share Posted November 26, 2012 It's the same problem in both cases. Link to comment Share on other sites More sharing options...
Delta Hedgehog Posted November 27, 2012 Report Share Posted November 27, 2012 Now the only thing I have to resolve is the layering. Link to comment Share on other sites More sharing options...
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