This post is about creating window sliding effect such as seen in my old program called GMConveter. Program itself was a bit of joke actually, since at the moment of it's publication the only actual difference between GM80 and GM81 formats was a version byte in file header, which GMConverter would change, making files compatible again. Not too bad of functional part for something that was downloaded over 4 thousand times over course of two years, right?
Apart from inner simplicity, it also had nice visuals, including a nice window sliding effect used on start and end of program. And that's what this article is about.
With the glitch (left) and without (right)
If you've ever tried to scale imagery (sprites / backgrounds) up while having texture (/pixel) interpolation turned on, you might have encountered some drawing artifacts. These normally look like the left part of above image, being either random black/white dots or a whole semi-transparent outline around the image. This article goes a bit in-depth about why these occur and how to fix them.
This rather cute-looking example demonstrates creation of 3d-person camera in GameMaker' 3d. And character rotation. And a few other things.
Descriptions and explanations following,
If you are using an outdated (8.0 or earlier) version of GameMaker, and are trying to utilize examples and snippets from more recent versions, or creating systems that are intended to work correctly across multiple versions, this is going to be useful.
At some point of time people were asking me about how bullets were implemented in love.blast() so I wrote this post.
While the algorithms in the actual [mini]game were slightly more complex than what is described here, the difference is not apparent until you have thousands of bullets.