GameMaker Studio 2: Action RPG Tutorial (Episode 44: Auto tiling)

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Learn to build a Zelda-like action RPG in GameMaker Studio 2, starting from nothing at all. Today we take a break from all the code to set up some autotiles for our cave along with making some use of our grappling hook.

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I don't think I've said it yet. Thank you for the fantastic series, Shaun.

I picked up GMS years back, ran through your Space Rocks series and then unfortunately dropped off.

I've since picked it back up again, ran through your Platformer series, caught up on this ARPG series and gotten involved in the wonderful GMS community whilst building my own projects.

Thank you for being a wonderful educator, keeping things fun and sticking with this series. It's really great.

Looking forward to playing Pokey Poke when it's done.

TheJusticecat
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Thank you Sara! This tutorial is my first foray into game development and it's been a wonderful learning adventure so far.

justClassa
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You can set targetRoom to Asset type and use the options button to only select rooms.

NaudVanDalen
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Thank you for the series Shaun. And to all who have been on this serries until now i have a small tweek for the drawing player and entities: I notice if i create a tile sets layer above the instance layer to draw things like shelter or roof - so the player can go like under the roof or things like that - the depth = -bbox_bottom make it imposible to draw player under that tile sets layer. So here are my codes:


depth = ;
(the "magic number" 100 is actually the distance between each layer - 100 by default - so set it to whatever suit you)

I put this code in the step event of entities, colectibles and player object. This code still ensure your front-behind effect while make it possible to draw any other top-object over the player in any other above layer.


And for any other tweek in later episodes can you make the arrows hit the house but still fly through the lake?

Thank you for the series again and looking foward to playing Pokey Poke (already finished the demo - make it harder plz:)))

duydangvu
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Thank you so much, Shaun!
I'm really looking forward to the store's system :3
I really hope that the next video will be about it!

oli_ora
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This is awesome, thanks for continuing this in 2021. I'm becoming familiar with GMS 2.3 and this is helping. You are why I bought this product in the first place, your tutorial is so informative and descriptive. Thanks!

Sharlenwar
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Just wanted to say thanks for your great work on this! I have learned a lot!!

GradoniusTheWise
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I love your videos and just finished this series! Thank you for all of the time and effort you put into this.
I thought maybe I missed this, at about 14:10 you mentioned making the shadows better in the next episode. What did you have in mind for this?

vapidvim
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OMG bro! You're like DAMN amazing! I have been wanting to develope some games I have in my mind but since I dont have any skills I never dared but I've been watching your videos and now im hooked, beside your guides I got another tutorial for the software, but I will do your game tutorials as soon as I finish the basic ones!... THANK YOU for your work. (BTW... You should TOTALLY make a survival game guide some time)

javierfranco
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I need to share a stupid problem I had that had me troubleshoot for like 3 hours. I was so confused and angry and defeated at this. I wanted to uninstall the program and just completely give up, which felt SO bad after making it this far. Maybe someone did the same as me, and I did solve the problem.

While I followed this tutorial, I got really weird collision issues at weird places in my cave (invisible walls essentially). I checked if it had to do with some inheritance with the player object, instances, rooms etc., going in circles being frustrated. One of the collisions happened to be (what I thought was) exactly at the white indicator box that is the size of rVillage, so it had to be something with the rooms, right? Well...

Turns out I, in an absolute stroke genius, had painted random places all over the map with INVISIBLE COLLISIONS TILES FROM THE COL TILESET (the one that is transparent-"colored" under the red one) instead of erasing the old collisions with right click and a big brush. I did this accidentally SEVERAL TIMES BY THE WAY, AS I DELETED AND RE-MADE THE CAVE OVER AND

I think I somehow figured that picking the transparent tile from the tileset would not create collisions... but it did, as I tested after figuring it out... so yeah, I'm a dumb-brain stupid-head, but hopefully this helps someone who made a similar mistake.

sunbob_
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Shaun is there a way to use 2 (or more)different TileSets for 1 layer, or do you have to smush all your artwork together on 1 file and import that?

Unholyvamp-Stormscale
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Im working with a 16 tile set and for some reason it uses a 3x3 size instead of a 1x1, why is that? The brush size is at 1.

springerplayz
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Is there any way to achieve autotiling through code? So that if you were to add or remove tiles in game the nearby ones would update?

spicyrice
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Seem to be having a glitch where tilesets dont load properly, got the bottomless pits added and it appears correctly in room edior, but when I load into the game it shows as a floor instead of the bottomless pit, think this might be an issue with gm though

brett_seeney
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hey shaun, is it okay if i publish a project on the internet using some of your code, but is credited and linked back to you?

AugustHero
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could you do a fix so enemies freeze when your talking next episode? Great Video Btw!

SquarePancakes
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ever thinking of doing a first person shooter version tutorial

jgrobichaud
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Hey, make a video on how can I export a dnd project to android

AxomiyaAdda
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I'm really confused as to why I'm getting this error.

Variable obj_player.state(100020, -2147483648) not set before reading it.
at gml_Object_obj_player_Other_5 (line 1) - if (state == state_dead)

Other_5 is my Room End code.

rocketterrier