Today I'm going to tell a bit about implementing "click and drag to scroll" type of effect in GameMaker. This particular thing is useful for strategy games (and normally bound to middle mouse button), applications (where visible area may exceed available window space), and various mobile games and applications (where visible area may be panned by tapping and dragging the finger).
Effect itself looks like this:
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.
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 is a very old example of mine actually (creation timestamp says Sep 2010), which I've recently fixed & improved at request.
It demonstrates a simple algorithm to cast shadow from instance in platformer game. So when player jumps, shadow is displayed on ground below (realism!).
For the sake of simplicity and performance, shadows are checked against bounding boxes by default. Pixel-perfect checking is added as a separate condition, requiring affected objects to be children of obj_complex.
If you're interested in how this works behind-the-scenes, here's an illustration:
Outlined instances are ones used for finding top-most position below the player (which shadow will be cast onto). Red line is a number of point checks to indicate top-most point on objects with precise masks.
As another random visual tweak, there's a piece of code added to make shadow shrink as caster gets further from ground. A small touch, but these add up over time.
Not much of informative demonstration, but is cross-platform and shows performance.
If you've noticed, multiple systems are better at drawing single large images than lots of small ones.
Same applies to HTML5, meaning that filling a 640x480 canvas with 40x40 images using two for() loops is not exactly a good thing to do each frame.
Common solution to this problem is to create a 'cache' image that would hold a tiled version of image to be drawn easily.
That means drawing image W*H times only once in a while.
However, actually you can do even better than this.
If you've been working with Love2d, you might have noticed that there isn't an actual debug console, and print() calls will not get displayed anywhere.
However, it's pretty easy to make your own system to display single-line output messages.
Here is an example of one.