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(1 edit)

"Enemy state machine scripts are found in Scripts --> State Machine --> Enemy. (GM protip: you can middle-click asset names in code to instantly open them, use Ctrl + T to search by name, and Ctrl + Shift + F to search for text in the entire codebase)"

Did not see the enemy had a parrent, on that parrent object i could see the real name of the state script. Thanks!

"Backgrounds also are controlled by the biome, you can set this up in the level_init_biomes script. Right now it supports up to 3 backgrounds."
Thanks!

"One way to extend the tile system to use pre-made tiles without having to get them into the system that's used in the engine now would be to add another case in pixel_vacant that checks if the tile's top position is >= 9*TILESIZE, and if so, treat it as a solid and abort early. (You'd place this before the check if the tile is in the DECO area). Now you can take the template (or the existing level tileset you want to use), resize the canvas so it's taller, and just paste the new "off-grid" tiles  at the bottom. (You can make it wider too if needed, of course)"

Thanks, i just tried to add another row of 16 to the line #macro tstb_DECO 176 to 192, and it seems to be working, and it seems to be working with collision.


thanks for taking the time again. are there any special realation between the size off one room on the world map 1x1 vs how many pixels it is in the level editor. ? is that something that can be changed? 

One map cell is (by definition) a space of VIEW_W x VIEW_H pixels. (Those have default values 640 x 360, respectively). So changing VIEW_W and VIEW_H will change the size of map cells. (The cells aren't used for anything special in the level editor other than acting as a guide)

The views (and menu rooms' sizes) won't automatically adapt to this new size so if you change the view size you will need to change those as well.

(1 edit) (+1)

 Would changing those values also change the resolution of the game? say i want to run it as 1024/768 ?

If you ever want to build on this, add a way to add tiles in 2 layers, so you can have background tiles under the real tiles.