Gamemaker studio 2 layers
The reason why will be more obvious as you start writing GML to create your game, but you'll see that having a value named "lay_grass" or "bg_grass" makes it more obvious what your dealing with rather than just "Background" or "grass". For example, if your background draws grass you might call your layer "lay_grass", or maybe "bg_grass". As with our other resources, it's importantly to be descriptive with your names. By default your background layer will be named "Background", but you can change their names by slowly double clicking on them in the layers panel.
#Gamemaker studio 2 layers how to
I appreciate that it makes me think a bit more about what I'm doing on those other systems, and how to accomplish the things I take for granted elsewhere.The first button from the left allows you to create a new background layer. This can become especially difficult if you're not very familiar with GLSL, or you're trying to work from an example that was made with a different platform in mind.
#Gamemaker studio 2 layers code
If you want to create shaders in GameMaker, you have to either code them by hand, or find one that someone else has coded, and tailor it to fit your project. GameMaker Studio 2, on the other hand, has none of this.
Unreal is similar, with a system called Blueprint.
Blender has a node-based system where you connect different pieces of the shader program together and, based on how you do it, different effects are achieved. Well, Blender and Unreal both have intuitive methods for creating shaders. I'm pretty good at creating shaders in Blender, and I've made a few decent things in Unreal Engine as well. I might leave that in as a feature, if it proves useful (and practical to keep) in the final game. I added a debug button that, when pressed, speeds up virtually everything in the game (save for a few un-pictured elements). One final note: the speed changes in the simulation shown in the GIF are being done in-game, and not as a post edit. I'd like to add some more functionality to that later, so I can change the cloud coverage on the fly, and maybe add some sort of fakey depth effect. I've also re-worked the clouds once more, adjusting the way the blending works (which is still a procedural surface, created from a few layers of cloud noise adding/multiplying), so it now relies on a shader to blend the alpha, which gives me more control over the thickness and edge definition. You can't really tell from the GIF, but I'm employing a shader to blur the entire background, since it's not meant to interfere much with the water, which is where the game takes place.
#Gamemaker studio 2 layers update
In the meantime, I've been working on improving my shader skills, and have employed a few of them in the existing parts of this project, which means - you guessed it - another update to my background imagery. I've been digging into the actual game-y parts of this project lately. My dev time is just about up for the night, and there's a new season of The Great British Baking Show premiering on Netflix today.
Well, I'll return to this soon I suppose. And then, on the off chance that I do end up needing to tile another room, I'll have them ready. And I will then let GameMaker handle whether or not to draw them, as opposed to either always drawing them, regardless of whether or not they're in the camera's frame, or rolling my own code to check. Still, having them as a tile set will make it much easier for me to make sure the patterns in the edge aren't repeated from one side to the other. This scene will never change in the game, and there won't be multiple rooms that use the same tile set - it'll be once and done. These graphics are the only part of the game that could realistically utilize tile sets, but I'm stuck as to whether or not I want to put the effort in to convert them to tiles. They are made up largely to look like natural rock formations, and so it'd be best if they aren't symmetrical left to right. I don't have pictures to share yet, but in my current project, I have a set of images that frame the edge of the play area. I'm always on the fence as to whether or not I should use tile sets for my GameMaker game backgrounds, or if I should just use the objects which draw the background elements to do it instead.