![]() With move_wrap(), an instance still draws its sprite in the default draw in only one location: at ( x,y). ![]() Wrapping instances can (optionally) draw themselves on both sides of the border With move_wrap() the margin argument which determines the margin by which the instance must be outside of the room is the same for both horizontal and vertical travel with iMprOVE_WRAP the horizontal and vertical margins may be set independently of each other. IMprOVE_WRAP allows you to define a “wrap region” - a rectangular area inside the room, which instances wrap around the borders of, rather than the borders of the room. But in many games, the “play field” may not be synonymous with the entire room - the room might have a border, or “dashboard” or “heads up display” which ideally should be considered “out of bounds” with regard to the play field. This means that move_wrap() is only useful when an instance moves outside the room, or encounters the edge of a room. Wrap region no longer limited to room bordersĪnother problem with move_wrap() is that it is intended to work with the Outside Room or Intersect Boundary GML Events. IMprOVE_WRAP eliminates this dependency, so that an instance no longer need to use the GML speed variables in order to wrap wrap behavior in iMprOVE_WRAP is based entirely on an instance’s x,y position. When they do so, they are often confused when they discover that move_wrap() doesn’t do what they expect. Many GM:S users will implement their own movement systems that eschew these variables, in order to give themselves complete control over the movement engine. But you can also “move” an instance by changing it’s x and y position in the room, without setting a speed. ![]() In standard GML, the variables speed, hspeed, and vspeed are used to move instances. One of the most troublesome limitations of move_wrap() is that it only works for instances that have a speed. iMprOVE_WRAP improvements over move_wrap() Wrap behavior is no longer based on the built-in GML speed variables. iMprOVE_WRAP addresses these limitations, resulting in a more powerful, flexible implementation. GameMaker: Studio has a GML function, move_wrap(), which is intended to provide this feature easily, but it has a few limitations. Many video games have the feature that exiting one side of the screen will “wrap” you around to the opposite side - notable examples of this include the smash hit classics Asteroids and Pac Man. Today I’ve released a new asset on the YoYoGames Marketplace, called iMprOVE_WRAP. Why arguing about Link’s gender is dumb, and why it’s important.“Null Room” hidden in Superman (Atari, 1979).Hope you find it useful.Ī note about surfaces: remember to free the surfaces if you don’t need them anymore, otherwise it will lead to memory video games, programming, the internet, and stuff I will implement a similar version for vertical tearings (for underwater levels? maybe?). Tearings_y = (tearings_y + tearing_speed) % (band_height * band_num)Īnd this is how I make that effect. We draw parts of our application surface on tearings surfaceįor (var current_band = 0 current_band < band_num * 2 current_band++)ĭraw_surface_part(application_surface, 0, band_height * current_band - tearings_y, dw, band_height, sin( (degtorad(360) / band_num ) * current_band) * tearings_x_offset, band_height * current_band - tearings_y)ĭraw_surface_stretched(tearings_surface, -tearings_x_offset, 0, dw + tearings_x_offset * 2, dh) Tearings_surface = surface_create(display_get_width(), display_get_height()) I place the following code inside a draw_post event of my controller. Tearing_speed = 4 // Change this to speed up/slow down the tearings Tearings_x_offset = 32 // How much you want to displace the bands horizontally Tearings_surface = surface_create(dw, dh) // We'll draw on this surfaceīand_num = 16 // How many bands you want on screen This goes into the create event of your game controller object. ![]() I wrote the code so it could be easily hackable. I jotted down some code and immediately hit a wall after asking around in the yoyogames forums, reading other’s comments, I could finally come up with a pretty decent solution. Knowing nothing about shaders, I was left with surfaces. I didn’t know how he achieved it so I had to start from scratch and think about different approaches. After playing Environmental Station Alpha, I decided I wanted to implement the screen tearing effect Hempuli is using in his game.
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