Anyhow, here's the logic I thought out:
1- In a room start event I create the surface that should be the same as the view size (well, same as its port).
global.GameScreen=surface_create(view_wport[view_current],view_hport[view_current]);
2- In the draw events of my objects, I set that surface as the target.
surface_set_target(global.GameScreen);
3- Finally, for the next frame to actually be the surface displayed on screen, I put surface drawing code in a begin step event:
surface_set_target(global.GameScreen);
screen_redraw();
draw_surface(global.GameScreen,0,0);
The result of this is:
All that was normally drawn on my screen is not there. I only get a black screen wich is probably my black blackground I have in that room.
So clearly I am missing something. I couldn't understand better how to make this work. When I google search results from this forum I am not getting topics that are truly useful and most of them treating of how to draw a screen (or view) to a surface are unanswered or not clearly answered.
help?
(I also would want to credit the person who will help me here in my game -- unless you mind)
Edited by RangerX, 20 August 2012 - 06:20 AM.











