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Replying to @marty_fun
@marty_fun Hmm, I see! That is definitely it. Does any of this work in Gamemaker 8.0 though? I dont know if you would know that though2 replies 0 retweets 0 likes -
Replying to @DreamsBell
@DreamsBell Yes, I owned GM8. This is entirely possible in GM81 reply 0 retweets 1 like -
Replying to @marty_fun
@marty_fun oh! great!! well, I'll try it out and see what I can do with it then. Do you know how to use it on a sprite?1 reply 0 retweets 0 likes -
Replying to @DreamsBell
@DreamsBell I believe there's a draw_sprite_part function2 replies 0 retweets 1 like -
Replying to @marty_fun
@marty_fun@DreamsBell I'm curious if it'd be less CPU intensive to draw the sprite with a textured primitive instead?1 reply 0 retweets 1 like -
Replying to @askiisoft
@marty_fun@DreamsBell I'm not sure how GM8 handles primitive rendering, but it might be a lot less costly than drawing so many sprite parts1 reply 0 retweets 0 likes -
Replying to @askiisoft
@marty_fun@DreamsBell I'll try it out and report back1 reply 0 retweets 1 like -
Replying to @askiisoft
@marty_fun@DreamsBell (reposted new script for simplicity) http://pastebin.com/j2naqChY pic.twitter.com/PjpLDN5zPO
1 reply 0 retweets 3 likes -
Replying to @askiisoft
@marty_fun@DreamsBell Oh, I also didn't consider the fact that primitives scale down. My method is on the rightpic.twitter.com/ZVuDzcFMuA2 replies 0 retweets 0 likes
@marty_fun @DreamsBell Probably not useful if you want to maintain the pixel aesthetic. Oh well, at least it was a neat experiment
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