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Game maker studio 2 animated splash screen
Game maker studio 2 animated splash screen






game maker studio 2 animated splash screen

I'm fully aware that I've glossed over quite a bit of stuff. And after that, you'll want to draw the surface to the screen. You'll probably want to input the color data into a buffer (probably in the extension itself using buffer_get_address and buffer_get_size, and use buffer_set_surface (there might be a bug with it I'm not too sure). Some can be found here, on Wikipedia.Īt some point, once you've decoded the video, you'll want to draw it. Your best bet, I think, is to find some free and open source video decoders. They're extremely complicated pieces of software, and if you do it for a patented encoding, then it may violate patent law. I will recommend in the strongest terms that you should avoid making your own video decoders. Whenever you call it, you want it to be for only the instant the animation changes, not set continually in every step.First of all, do understand that most video encodings are proprietary, so you can't use them without paying license fees. I'm not sure, largely because of that, that image_index would reset to 0 if you change the sprite, but if it's that vital for your animations for them to always play from a set point, it would probably be better to set the image_index change to happen when the key for movement is initially pressed, or when any other applicable conditions are met (landing from a fall, for example).

game maker studio 2 animated splash screen

The variables GM is using for this (image_speed, image_blend, etc.) are part of your object, not the sprite you've set for it, so changing the sprite_index variable does just that and only that. If all of your sprites are running at 0.5, you may as well save yourself some trouble and just set that at the start of the step, if not just in the Create event.

game maker studio 2 animated splash screen

You also don't need to set image_speed every time you change the sprite. He's basically resetting how GM's tracking what frame it's on every step. If (sprite_index!=spr_player_move) image_index = 0 Ĭonstantly setting the image_index would do it, yeah. All I want, is to be able to view the animation of my sprite when my character is rolling/sprinting. So it is the code that is the problem, not the sprite. And if I change it around to be the animation to normal move then it plays. I have tried doing it with - if (sprint) and then the sprite and it changes as well but wont play the animation that goes with it. My sprint animation just wont play no matter how I change it.

game maker studio 2 animated splash screen

It changes to the sprite just fine and game runs perfect. I have tried setting up a bunch of different ways.








Game maker studio 2 animated splash screen