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xXNeoREXx
Member Since 15 Oct 2011Offline Last Active Feb 26 2013 06:48 PM
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- Group GMC Member
- Active Posts 41
- Profile Views 1107
- Member Title GMC Member
- Age 16 years old
- Birthday July 17, 1996
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Gender
Male
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Version
GM8.1
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Posts I've Made
In Topic: Making The Game Work Without Window Focus
26 February 2013 - 06:49 PM
Does anyone knows of a good easy to use macro program anyway?
In Topic: Making The Game Work Without Window Focus
26 February 2013 - 03:57 AM
In Topic: Making The Game Work Without Window Focus
25 February 2013 - 09:04 PM
The button is already checked offI have gm 8.0 but in global game settings there is a check box, freeze game when the form loses focus?
In Topic: Post-Start Resrouce Loading
13 January 2013 - 11:37 PM
You have a nice solution, the transparent replacing solution could be alright.Ok, Not sure on how this works, but if you make the file inside your game fully white (or with absolutely nothing), to make its filesize negligible after you have designed the room layout, then use background_replace(...) on the tileset which was previously there.
(I would only do this in a separate GMK though once your game is ready ~ Just incase you accidently delete something)
Unfortuneately, you can't choose when to load internal resources as the game decompresses all the assets as its loading.
The only other potential solution i can think of (which is super tedious) would be to design your level once, then in-game, loop through every tile on a specified layer and save its position and texture position to a text file. Then when loading a level, load the texture and before the room opens.
(This probably won't be much faster as text file reading is slow, and it would still require you to delete the texture anyway, so the above method would work better.)
Its a shame you cant control the resource loading but I think that your first solution is pretty decent.
As for the second one, I think its too tedious... its good in theory but in execution it takes too much effort for a thing that can be avoided.
Thanks for the help!
BTW if anyone else have another solution please reply to this post. thanks.
In Topic: Post-Start Resrouce Loading
13 January 2013 - 11:02 PM
I was well aware that you can call external resources and that is a good solution for sprites and backgrounds, but if I want to edit a room and use tilesets, I have to implement the images into Game Maker to see what i'm doing.You can make resources external, however you cannot make tilesets external, Although the number of tiles won't really affect loading time a huge amount as tiles are designed so you can have alot of them.
What i would recommend doing is loading sounds/Specific sprites/Backgrounds as you go along.
You can do this with:sound = sound_add(...); sprite = sprite_add(...); bkg = background_add(...); sound_play(sound); draw_sprite(sprite, 0, x, y); draw_background(bkg, 0, 0);
Therefor there is no way I can call externally to tileset because they must be built into the room editor first (which requires them to be in the resource tree)
and its well and good that some tile sets are small in size like in 8bit games, but i'm developing using sometimes very big tiles in size and alot of them. you cant build a massive game with a single load time at the beginning.
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