To separate background tiles in GameMaker, you can create multiple layers in the room editor, allowing you to manage different background elements independently. Use tilemaps for efficient rendering, as they allow you to define large sections of tiles that can be reused without duplicating assets. Group similar tiles together in a single tilemap to minimize draw calls and improve performance. Additionally, utilize the "visible" property of layers to control which backgrounds are rendered based on the player's position, further enhancing efficiency.
In most tile-based games, swapping tiles typically does not result in losing your turn; players usually retain their turn after making a swap. However, the specific rules can vary by game, so it's important to refer to the official rules of the particular game you are playing. Always check the game instructions to confirm how swaps are handled.
Create an objectSelect the spriteTick the Solid boxAlso, when an object collides with it, set the speed to zero.Simples!
There is not such thing as a universal standard. Each region where a version of the game has developed has a size it tends to prefer, but usually a range of sizes is accepted. Tiles have gotten larger everywhere, with time, as a general rule. Hong Kong, and Guandong in general, use particularly chunky (thick) tiles. The rest of China, lesss so. In general the preferred size in the continent is between 35 and 40 mm high, with Hong Kong (or Guandong) tiles being thicker than the rest. Japan has traditionally preferred smaller tiles, which proportionally are also thick. Tiles 25 mm in height are the standard, but 28-30 mm ones are also frequent. Automatic machines have introduced larger tiles (up to 30, even 33 mm in height). Taiwan's tiles have become increasingly thicker, in imitation of the Hong Kong sets, but theirs are not as large. There, 35 mm is the usual height. In the United States, players who play the traditional American rules prefer tiles that run the slimmest. Around 30 to 33 mm in height, they are usually only 9 to 11 mm at most in thickness (sometimes less), and therefore require a rack to make them stand up, since they aren't very stable when standing up on their own. It's important to remember that not everybody that plays in the U.S. uses the American ruleset, as Hong Kong, Official Chinese and Japanese are also popular. Tom Sloper, in his website, Sloperama, adresses this topic, although the information is a bit dated, and as I said, tiles have grown in recent years (movies--where visibility is an issue--and automatic tables, being the main causes for this). However, check his comments (and pictures with measurements) at the bottom of the page called "Types of Sets", in the Mahjong section of his website, Sloperama.
Before executing a move TILE, you should check the current position of all tiles to ensure the move is valid and within the rules of the game. Additionally, assess potential outcomes of the move to see if it leads to a favorable position or strategy. It's also important to confirm that the move aligns with your overall game plan. Finally, consider the timing and context of the move within the game to maximize its effectiveness.
A sprite cannot contain code.
in the sprite propertes click edit sprite. go to "Transform" at the top and click "Stretch"
by doing programming and cordial
You cannot; sprites do not contain code.
Change to another object with the same sprite
First Make a Sprite of the question make it an object, same with the answer
A sprite cannot do anything. If you meant "How do you make anobject shoot in game maker 7?" then it's easy.Create an object for your bullet and give it a sprite. Then in the object you want to shoot the bullet add a "create instance with motion" actionwith the bullet specified.Alternatively you could use a "create instance" action and then add an on creation, "move" action to the bullet.
you could make some metroid prime or you can go to sprite resource.com
First you need to make an object than make bullets or a fist sprite and say when key space is pressed change sprite into the fist punching one or create object bullet going towards the way you were facing
To separate background tiles in GameMaker, you can create multiple layers in the room editor, allowing you to manage different background elements independently. Use tilemaps for efficient rendering, as they allow you to define large sections of tiles that can be reused without duplicating assets. Group similar tiles together in a single tilemap to minimize draw calls and improve performance. Additionally, utilize the "visible" property of layers to control which backgrounds are rendered based on the player's position, further enhancing efficiency.
For the sprite that you want to move double click it and then edit sprite, go to the toolbar at the top and choose edit. Then go down to add empty. Or you can choose animation and pick a preset animation sequence.
that is perfectly impossible, but you can download game maker for free and import each frame into the "sprite editor" with copypaste. the gif image will not lose colour formation like this. download GM at http://www.yoyogames.com/gamemaker/ note: i hope by the time you've seen this that gm8 will not be out. you want game maker 7 for the right sprite editor