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A solution is to rotate the sprite on its z axis so that it is always facing the direction of the player. So instead we are drawing the 2 dimensional sprite in a 3d space.ĭrawing a 2d sprite in a 3d world is sort of like putting a picture frame in a room, it will be incredibly thin when you look at it from the side, and you will only see the actual picture when you are looking at it straight on. We can’t do that with our enemy, it would just look silly. Why is the enemy so flat and the walls are not? The walls are being drawn using d3d_draw_block, which essentially draws a cube with the same sprite on all 6 sides. After the sprite has been drawn we need to reset the alpha_test back to its default value, and run transform_set_identity again.Īs you can see there is a little bit of a problem with this.draw_set_alpha_test(1) will have the sprite not draw any alpha pixels, otherwise the alpha will be drawn as white instead of being transparent.d3d_transform_add_translation will move the sprite up by 16 pixels so that it is not clipping through the floor.d3d_transform_add_rotation_x rotates the sprite so that is is standing up right, otherwise it will be drawn horizontally and look like a rug.d3d_transform_set_identity needs to be run at the start of the event to render it and render any changes to the object.Here is what we are doing with all of these lines of code. To get the enemy drawing itself we need to use a bunch of the d3d functions inside of the enemy’s draw event to get it drawing itself in the 3d perspective. If you were to put one of these enemies into the room and run the game you will not see anything yet. / Enemy Create EventĬurrently the enemy doesn’t draw itself in the 3d space. The enemy is going to need a bunch of the same variables that the player has, so we can make a create event to initialize variables like the target_x, target_y, dir, target_dir, mspeed. With our sprite selected we can make a new object for our enemy. When you add the enemy sprite to Gamemaker make sure you change its origin to be the center of the sprite so that it stands properly in the room. #GAMEMAKER STUDIO 2 ROOM SPEED FREE#You can go to Open Game Art and find any number of sprites that are free to use. This is because our rooms are 32 pixels tall (and because we need all of our sprites to be a power of 2). To start we need some sort of enemy sprite that is 32 by 32 pixels. I find it is easier to test enemy objects and their AI in the room that is hand crafted instead of randomly generated. ![]() With these simple changes we should have smooth movement. Inside of the turning if blocks, we are updating our direction by 90 degrees, change the value with our tspeed. #GAMEMAKER STUDIO 2 ROOM SPEED UPDATE#Inside of the move forward and move backwards if blocks, we are moving 32 pixels (1 Tile) at a time, so we can update this to our mspeed variable. With these variables set, we can apply them to our move_player script. To resolve this we will create turn and movement speed variables inside of the player’s create event to slow this down. If you have done this your game should run ALMOST exactly the same as it did before but, because we are using the keyboard_check functions, these keystrokes will validate constantly causing your turning and moving to be VERY fast. To execute this script, you will need to create a step event for the player object and call the move_player() script. If (!place_meeting(target_x-vect_x, target_y-vect_y, obj_wall)) If (!place_meeting(target_x+vect_x, target_y+vect_y, obj_wall)) Var vect_y = lengthdir_y(32, target_dir) Var vect_x = lengthdir_x(32, target_dir) #GAMEMAKER STUDIO 2 ROOM SPEED CODE#The script will have 4 variables to listen for the keystrokes and we will copy the existing code from the key-press events into matching if statements inside of this script. ![]() ![]() Ben’s tutorial has an event for each key stroke, we can put all of this into a single script named move_player(). This is going to be our starting pointįirst, I want to get all of these events consolidated. ![]() Also, this tutorial will only work with Gamemaker Studio 1.4 as the required functions (the d3d functions) were removed from Gamemaker Studio 2. So you will need to have finished that tutorial as a prerequisite to starting this one. This tutorial is built upon the 3d Dungeon Tutorial that Heartbeast did on his YouTube channel. Perhaps somebody else can do something with this concept. I had success with getting all of the features working, I ended up giving up on the project because I couldn’t make the game any fun to play. This prototype was a 3d dungeon crawler with randomly generated levels. Somebody commented on one of these experiments (that I have since abandoned) that they wanted me explain how I created it. While working on new projects, or little experiments / prototypes, I will post footage on my Youtube Channel. ![]()
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