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Gamemaker studio 2 layers
Gamemaker studio 2 layers









  1. #Gamemaker studio 2 layers how to#
  2. #Gamemaker studio 2 layers update#
  3. #Gamemaker studio 2 layers code#

It has everything you need to take your idea from concept to finished game. Short-circuiting is how GML decides to stop reading your conditionals when a false value is reached.Về phần mềm này GameMaker Studio 2 is the latest and greatest incarnation of GameMaker!

#Gamemaker studio 2 layers code#

None of those things? Maybe nobody will notice if that code is just running every other step.Ī neat trick is to utilize GML’s short-circuiting. Are you iterating through the entire player's inventory each step? Maybe it just needs to be done when an item is added or removed. Is an instance fetching information from some global data structure every frame? Perhaps you can just do it once in a Create event. Optimizing the Step event is a constant question of “ does this need to be running every step?” Usually, I will ask myself this question quite a few times, the first answers always being, " Yes, there is no way they can work without running every frame," until perhaps the eighth time, when I realize, " Oh. The use of layer scripts can assist in this process greatly by allowing you to perform code exactly before and after a layer is drawn. Often depth sorting gets in the way of this trick, but sometimes you’ll find exceptions. See if you can get away with doing them all at once inside a controller’s Draw event: // Instance outlines For example, rather than having lots of instances use the following Draw event: Often times this can be done by grouping similar instructions together. The key is to structure your code so that you minimize these breaks.

  • GPU settings ( gpu_set_blendmode, gpu_set_alphaenable, etc.)īatch breaks are inevitable, and different platforms will handle them better than others.
  • gamemaker studio 2 layers

  • Draw settings ( draw_set_font, draw_set_colour, etc.).
  • Shaders ( shader_set_target, shader_reset_target).
  • Surfaces ( surface_set_target, surface_reset_target).
  • Primitives ( draw_rectangle, draw_circle, draw_primitive_begin, etc.).
  • #Gamemaker studio 2 layers update#

    GPUs do a great job at drawing things very quickly when they come grouped up in a single batch, but the more batches you send to the GPU, the more time it has to spend switching between instruction sets, hurting your performance.Ī batch break can occur when you update one of GameMaker’s draw settings, such as changing color/alpha, font, blendmode, among others. A batch is a set of instructions that GameMaker sends to the GPU to draw things. You may have heard the term “ batch breaks” before. Unfortunately, this process is a very loaded subject (and one I am not an expert on), but a basic understanding is critical to avoid common mistakes. Performance drops often stem from a lack of understanding of how drawing actually works under the hood. However, there are still a plethora of ways to improve the code they are running each frame. When I say a lot of instances, I mean… a lot Frustrated, I realized I would have to roll up my sleeves and think a bit more outside the box. Unlike most projects I've seen, almost every single instance in the game seemed to be justified and would be a nightmare to simulate without instances. If something isn't moving around, isn't being depth sorted, and isn't colliding with stuff, it probably shouldn’t be an object.īut, Forager is different.

    #Gamemaker studio 2 layers how to#

    Understanding how to apply these other methods is important since they can improve performance and make some complex tasks easier. Often people will fall into the trap of using an object rather than learning about other tools, for example: particle systems, data structures, asset layers, etc. Instance count is a common problem in GameMaker games in nearly every project I have worked on, excessive instance counts have been the worst performance drag. This particular genre of game raises a major problem for an optimizer: the player has the ability to create seemingly infinite instances, and somehow we still have to ensure that the game runs smoothly across all platforms. Forager is a massive crafting game where the player can collect resources and build structures on an enormous map, meaning that there could easily be 5000 instances active at a time, if not more. Before I was made the lead programmer of the game, I was contracted for one task: optimization.











    Gamemaker studio 2 layers