Game maker 2 set depth ) That aside, please describe your code's intended and actual behavior. Or at least, that was the case until gpu_set instance_create_layer With this function you can create a new instance of the specified object at any given point within the room and on the layer specified. The texture can then be passed to texture_set_stage for use in Shaders. One thing I can't work out is how to make particles work with the game's depth sorting system, or if is it even possible. In GMS 2 however only the last drawn sprite is show, since d3d_set_depth doesn't actually change the depth of the draw functions. There's a character who using sword for melee attacks. Some of these are replacement f Mar 6, 2018 · In GMS 1 this would draw the sprites spr_cardfront and spr_cardback rotating one behind the other in a fairly simple 3d effect. 5D platformer in GameMaker. Then have an object with a lower depth than your players draw the higher goal posts. Depth ordering is from highest to lowest, so that the lower the depth the nearer the "camera" and the higher the depth the further away. Yes there is! If you own GameMaker Studio 1. The layer can be identified using the layer ID value (as returned by the function layer_create) or by the name of the layer (as a string, for example "instance_layer") as defined in The Room Editor. layer_get_depth You can use this function to get the depth value associated with a given layer. Nov 7, 2017 · You can still set the variable depth in the create event if you want. Jan 30, 2022 · Did you know that you can use 3D cameras and depth-based layers in GameMaker? Give your 2D game a new perspective and make your own 2. Image a stack of car Jan 8, 2022 · The best way would be to drag the code block and set depth = <value>. Sep 24, 2024 · Hello! I need an advice. 0. Which means, persistent objects no longer have any layer set Nov 3, 2016 · (Reserved) NOTE: I will be adding concepts and how-to methods for 3d in the new GameMaker Studio 2 environment here shortly as soon as I full-proof concepts and organize it into digestible bits. Jan 25, 2025 · Still not professional on English Hello guys im working on open world RPG game. 4, I would define the depth in the object itself, there was a spot for it amongst the "visible", "solid", and "persistent" area. Your method is likely failing since manually setting the depth is creating a new layer and not finding an existing one at that depth. Set the depth of the button objects lower than the window depth (i. In my game, when a enemy is dispatched, it generates an object "obj_damage" at a fixed depth. Normally, GameMaker Studio 2 will clear the back buffer for you before drawing anything to it - there is an option in the Room Editor to enable or disable this - but it can be disabled either in the editor itself or through code. Aug 7, 2017 · The plan is to emulate depth of assets in a top down view. 4, am I right? What event are you using to set the depth? Just checking, as setting the depth in the draw event doesn't work. I tried with draw_sprite_part (2nd half properties) {depth = 11} but when i run the game, the whole sprite gets that depth. Feb 18, 2025 · Hello! I'm building at top-down game that has an object to handle depth with this code on the end-step: with(all) { depth = -bbox_bottom;} I have a button icon (think Playstation button) that I want to overlay on top of everything when the player collides with an object, basically a prompt Layer Types And Properties Everything that goes into the room you create in the Room Editor is placed on a layer. , buffer_load). Sometimes The Tile Set Editor A tile set is a graphic resource for drawing levels and other static components of your game. They are created for every Surface when the depth Jan 30, 2022 · Did you know that you can use 3D cameras and depth-based layers in GameMaker? Give your 2D game a new perspective and make your own 2. the z coordinate) for GameMaker 's 2D drawing functions (sprites, shapes, primitives, text, etc. Depth is it's own issue, and you'll probably need to work something out for yourself later based on the needs of your game. Layers have other functions beyond draw depth though, you can move the layer around, make everything on it invisible/visible, deactivate/activate all object instances on Jun 16, 2017 · The title is not a real function, however being able to draw sprites at different depths would be very handy. Setting the depth will guarantee that the instances are drawn in the order you want (e. gpu_set_depth This function sets the depth (i. r; When you write to the depth buffer with a perspective Feb 10, 2017 · the main reason I moved to GMS:2 was auto-tiles so how is it possible in GMS:2 to set different depths for individual tile cells other than a generall depth for the whole tileset layer? part_system_depth With this function you can set the draw depth for the particle system, much the same as you can set the render depth of different layers within the room, where a low draw depth means that it will appear on top of all things drawn with a higher depth, and a high draw depth placing it below everything with a lower draw depth. 2 is a game-changer for developers. This is a picture for reference: In the picture the problem is that I want my characters shadow to be drawn below the Layer Types And Properties Everything that goes into the room you create in The Room Editor is placed on a layer. I suggest using layers if you want to order the depth of objects. Sep 12, 2020 · there is no depth setting function for tiles in game maker 2, which is why the question. ) By default, GameMaker uses the layer's depth when drawing flat graphics, but this function allows you to use your own. I want the characters to be able to walk to the fence and stand really close to it, just A while ago I made a video on rendering depth to a texture. You can assign a floating point value as the gpu_set_depth This function sets the depth (i. instance_create_depth With this function you can create a new instance of the specified object at any given point within the room and at the depth specified. This will set the object's depth to -5. Or simply use draw_self in the GUI draw event of said object. FriendlyCosmonaut's depth sorting system is pretty popular - basically she runs you through how to make a list of instances that gets sorted by y value and then how to manually control the draw order of those instances. e. Where does gamemaker 2 store that info? And for future objects, does it have the same effect to just declare the depth in the variable definitions/create event of the object? Thanks Aug 27, 2024 · How to use a depth in draw events, i read game maker manual, but i dont understand. Jul 2, 2017 · To control depth in GameMaker 2 you can use the function "depth" in each object. I would be very happy if someone has a solution. Is there any function for doing this, or is chopping things into a bunch of different objects the only solution? Any information is appreciated :) Returns: Layer Example: global. There are twelve alarms built into each instance of an object, and each one has its own event that will run when this variable reaches 0. example: this object draw is create in layer "Instances2" Hi everyone, I'm using Game maker 2 and I'm working on a 2D RPG. I have seen some murmurings of a way to use a depth function within the In general you do not need to worry about this, but if you have layers that have a depth outside of the allowed range (-16000 to 16000) then they won't be rendered, so you can force the Z depth to a reasonable value - 0 for example - and they will all be rendered fine. depth = -y; So if an object is above another it shows up behind and and if below it shows up in front. But for now the following should suffice: depth = -drawY-z; Finally, you'll want to put the following in the draw event: draw_sprite(sprite_index,image_index,drawX,drawY); Explore the GameMaker Manual for comprehensive answers to all your GameMaker queries, from rooms and particles to vectors and blend modes. Add it to a sequence in The Sequence Editor and add the sequence in The Room Editor or through code. (Technically you can, but it won't have the effect you expect it to - you won't be drawing at that depth this frame, but next frame, and only at the last depth you defined. Set the sequence object top-level values like length, play mode, play speed, etc. A tile set is comprised of a single image that is then split into different "cells" (tiles), and each tile can then be placed into the room editor to create a complete image. It is a revised version of the tutorial/system from an older video. Note that depth is defined as being higher the "further away" from the camera Jun 14, 2018 · Hi everyone ! I'm still struggling with my depth system for my top-down game in "fake" 3D. 2. As the name implies, a background layer is simply a sprite asset that is being used as a background on a layer that's at a set depth within the room, and by stacking layers you can make some things draw over or under others. The Depth And Stencil Buffer The depth and stencil buffer are two data buffers that are used for advanced graphical effects in both 2D and 3D games, which include shadow mapping, deferred rendering, volumetric rendering, ambient occlusion and many more. The settings for drawing text are: The font set by draw_set_font The colour and alpha set by draw_set_colour and draw_set_alpha The horizontal and vertical text alignment set by draw_set_halign and draw_set_valign Usage Notes Use the string function to convert real numbers into text for drawing and + to combine strings. com/DragoniteSpam-GameMaker-Tutorials/TutorialDepthEqualsNegat For projects created in 1. Oct 8, 2018 · GameMaker (SOLVED) "Trying to set texture that is also bound as depth buffer" Oct 16, 2019 · Then again, I'm using GMS 2, it looks like you are using GMS 1. Nov 20, 2020 · I had to create this topic because I spent hours trying to work around the following problem: Game Maker Studio 2 draws objects with depth in the reverse order of how they were created layer_depth This function can be used to change the depth of the given layer, changing the order in which its contents will be rendered to the screen. HOW IT WORKS: A ds_grid is setup with two columns: one for instances' IDs, and the other for instances' Y values. loopmode = seqplay_pingpong; Before you can add tracks to the sequence object, you need to create them, so you'd now create an array of asset tracks that have been defined with the function sequence_track_new. They are created for every Surface when the depth GameMaker Studio 2 has a major update to the GameMaker Language (GML) and in this article we list all the new functions as well as give a short explanation for each. May 24, 2020 · how do you set a background`s depth? i have a room 16k in height and i set a solid objects depth to room height and it disapears and i suspect it goes behind the background layer. trying to index a variable which is not an array (I wanted to paste the screenshot, but forum says no XD) Feb 28, 2023 #5 TheouAegis said: Aug 24, 2018 · GUI layers are a powerful asset for any game developer, but their purpose is often misunderstood. Dec 22, 2018 · Game Maker Studio 2 (current version v2. The variable simply changes the layer that the instance is on, creating a new layer if needed. However, particles are all drawn at the particle system object's depth } Finally we'll add a line that sorts out depth order. Surfaces Application Surface In the normal draw events, GameMaker doesn't actually draw directly to the screen, but rather draws to a surface called the application surface. I have 2 Tile Layers, 1 for the ground and 1 for the cloud, above all instances. This subreddit is dedicated to providing programmer support for the game development platform, GameMaker Studio. alarm This 1-dimensional array is used to get the current value for any alarms that the instance may have, or it can be used to set those alarms. The depth value is stored in the red channel and can be accessed in a shader as follows: float depth = texture2D (depth_texture, v_vTexcoord). Every time you use "depth = X", a new layer is created internally, which can become slow over time if overused. So if your background layer has a depth of 100 and you want to put something behind it, you need to set a depth >100, not less. I saw lots of threads, but most of them just ended with links to other tutorials that only used the layer depth or the tile_set_depth function The above code will create a new layer with a depth of -1000 and then set the instance's layer variable to the returned layer handle, moving the instance from the layer it is currently on to the new layer being created. I'm going to be honest with you. If you want to take things a few steps further, look into getting familiar with stuff like vertex buffers and z-tilting. Here's how to use them to take your game's visuals to the next level. Background instances should have a high (positive) depth, and foreground instances should have a low (negative) depth. Automatic depth sorting in GameMaker couldn't possibly be any easier!Repository:https://github. I previously used "depth = -y" to manage depth I think in the room editor you can set the depth of a layer. This depth is incremented by the amount given here. I Jul 26, 2016 · I've seen many questions about this online but there wasn't any answer to how to do it, just alternatives. This video steps you through making a simple depth system for Game Maker Studio 2. Is there layer_get_depth You can use this function to get the depth value associated with a given layer. May 2, 2023 · OK, I found out how to do it. Things feel natural if they are being draw correctly. Dec 10, 2019 · Currently I have UI drawing a rectangle however object that have -y depth are not drawn over how do i solve this? Nov 18, 2016 · In previous iterations of GameMaker layers didn't exist, and if we wanted to make an isometric game or a LoZ-alike where closer things are drawn on top of further things (allowing you to walk the full way around a pillar, be hidden behind it and visible in front of it, for example), we'd use "depth = -y" to order the rendering correctly - hence Jan 1, 2021 · Hello, is there any way to determine the depth of your custom particle system? I tried with "part_system_depth" as well as placing the particle object between the 2 layers in room where i want them to be, but they are always on top of everything. The instance_create_depth With this function you can create a new instance of the specified object at any given point within the room and at the depth specified. Coders can take advantage of its built in scripting language, "GML" to design and create fully-featured, professional grade games. But the topic is more on how to implement a depth sorting system using gpu_set_depth specifically, so hopefully someone can answers OP's question? Jul 8, 2020 · I hope this is the right forum for this. This function returns the id of the new Mar 1, 2023 · Hello community, anyone know of a good resource for Jumping in a top down 2d game? GM marketplace or elsewhere? Top-Down Depth Engine by MashArcade | GameMaker: Marketplace (yoyogames. Aug 17, 2021 · Sorry for the late reply, the sequence is being drawn with layer_sequence_create and being drawn to an asset layer above the instances layer and still being drawn behind everything else, no matter what I set the Asset layers depth to Jan 1, 2020 · You can't set depth inside of a Draw event. In your case now, make sure the depth range for trees is below the night surface. I want it do draw some sprites using draw_sprite at depth 850 and some other sprites at depth 750, within this object. Alarms are counted down at the start of each step, after the Begin Step event but before the main Step event Set the sequence object top-level values like length, play mode, play speed, etc. Nov 18, 2016 · In previous iterations of GameMaker layers didn't exist, and if we wanted to make an isometric game or a LoZ-alike where closer things are drawn on top of further things (allowing you to walk the full way around a pillar, be hidden behind it and visible in front of it, for example), we'd use "depth = -y" to order the rendering correctly - hence Layer Types And Properties Everything that goes into the room you create in the Room Editor is placed on a layer. I have often found that dynamically setting the depth relative to the view in runtime seems to work better, so that objects that are supposed to be behind older Jun 27, 2023 · In addition to what the other commenters said, remember that a higher depth is further back. Drawn stuff is drawn on the depth of the object that draws it, so if the text box is drawn by a text box object set the depth of that object to a smaller value than the walls depth, or put it on a layer with a smaller depth if you are on gms2. Create it at runtime, using the functions instance_create_depth and instance_create_layer. Jan 18, 2018 · Looking to create a sense of depth in your 2D game? Join Hannes "Ariak" Schmieding and discover how tilting the Z-axis can give your game a whole new perspective. It is set to the actual size of the data for a buffer that you load externally (using, e. using custom code (layer_script_begin and layer_script_end) and shader (layer_shader). In old Gamemaker, there is a basic depth settings in sprite editor. So i used draw_sprite_part to draw half of a sprite, and i want to draw the rest of the sprite at a greater depth. Here's the problem: these "obj_damage" are drawn behind one another (the oldest is in front). I implemented a feature from Peyton Burnham's video that changes the depth of moving objects such as player and enemy (depth = -bbox_bottom, and the same is set for static objects but at the Create event. Note that depth is defined as being higher the "further away" from the Each successive draw function will be drawn "on top" of other things for that object. A depth of -10 will appear in front of something with a depth of 0. But let's say I have an object. "doesn't work" doesn't provide us with any relevant information we could use to help you out. The used size can be manually changed using buffer_set_used_size. 132 and Runtime 2024. Dec 10, 2019 · Currently I have UI drawing a rectangle however object that have -y depth are not drawn over how do i solve this?. The contents of this package allow you to add such a system to your game in Game Maker Studio 2. GPU Control When drawing things in a room, you'll often require a more granular control over exactly how drawing will be done. The gpu_set_depth This function sets the depth (i. This is done with objects by setting each objects depth to minus it's y value. Do not set the depth too low, because you will want the ball to be on an even lower depth when it gets kicked or deflected over the goal. The default value is 100, so each layer will be previous layer + 100 in depth. The above code will create a new layer with a depth of -1000 and then set the instance layer variable to the returned layer ID, moving the instance from the layer it is currently on to the new layer being created. But, in case you didn't know, each instance has different depths, if placed in different layers. depth When you create an object you can assign it an initial depth which defines how the instances of that object will be drawn in the room when the game is being played and this variable can be used to get and to change that depth value while the game is running. You supply the layer ID (which you get when you create the layer using layer_create ()) or the layer name (as a string - this will have a performance impact) and the function will return that layers depth as a real number. Feb 8, 2022 · GM Version: GMS 2022. Textures Projection And Cameras Vertex Buffers and One of the things that can make sprites hard to use for 3D in GameMaker is the lack of an easy way to set their Z coordinate without using matrices. It allows for more complex and dynamic animations, adding a new layer of depth to games. Oct 28, 2021 · Filters and effects can be used to completely alter and enhance your game's visuals. 4 or a previous Game Maker copy you are only using the depth system which is basically defining what is being draw on top of each other. (My levels are based on a 32 pix height per "z unity") My depth system's like depth = May 14, 2017 · Hello all, I have some trouble in finding out what the correct way is of depth in GMS2 The fences are tiles in 2 different layers, de upper half is above the NPC's layer and the bottom tiles beneath them. ) Certain objects and enemies get randomly generated above the top of the screen and move down relative to the car. To put it simply, when implementing the depth system, my character still does not want to appear in front of the object or behind the The Depth And Stencil Buffer The depth and stencil buffer are two data buffers that are used for advanced graphical effects in both 2D and 3D games, which include shadow mapping, deferred rendering, volumetric rendering, ambient occlusion and many more. So, here's the situation : I set a z axis for "height" and created several collisions objects for my different levels. by clicking that lock icon). Layers can be added, removed, and sorted from the Layer Editor, and come in a variety of different types, each with their own set of options and way of working. window depth 0, button depth -1) to ensure that they are drawn after the window in the GUI draw queue. May 15, 2019 · So the back buffer is the "canvas" on which we draw everything else in the game. The solutions to this problem are going to land somewhere between intermediate (like friendlycosmonaut's depth sorting system) and semi-advanced (like a z buffer depth sorting system) in terms of the prerequisite skills required to understand them. For example: myseq. 163. May 9, 2025 · Problem: So I am very new to game maker studio and I have been having some trouble with drawing my characters shadow sprite underneath my collision tiles within my room. Note Usage Notes You cannot set the depth of an instance in its Draw event (all other events are fine). If I'm right, maybe you can set it to and large enough number and take care to never have the depth of anything being adjusted reach that depth. The furled scroll objects are on a layer called "Buttons" at a depth of 800, and the unfurled scroll is in a layer called "Menus" at a depth of 700. This surface is basically a blank "canvas" that can be manipulated before being drawn to the screen when needed, and in most cases GameMaker handles this for you (although you can also manipulate it yourself in code for Aug 28, 2019 · Hello Last few days I was searching all over Google for a way of setting the depth (basically like with depth = -y for objects) for an individual tile. My first problem; depth. You aren't limited to the number of each type of layer, and can have multiple tile layers, or path layers, or instance Also, if you need to colour large blocks of text it is better to use the draw_set_colour () and draw_set_alpha () functions first along with the simple draw_text function, rather than those extended functions that have a colour component. I want my player to be displayed above the ground layer, below the cloud layer and according the y value, in front of or below my NPC or monsters. All this is possible - and a lot more! - using the GPU controller functions listed below. the plane in front of the cloud). Lots of enemies, enemy spawners, drops and others. 1+ Target Platform: All Download: N/A Links: Surfaces Summary: This tutorial will teach you how to get rid of the "Trying to set Mar 27, 2025 · Alternatively, it's possible gpu_set_depth might work (make sure to set it back to whatever gpu_get_depth was previously afterwards though) without having to change layers/depths at all. The depth can be any value, where the lower the depth the "nearer" to the camera things will be drawn and the higher the depth the further away, so an instance at depth -200 will be drawn over an instance at depth +300 (for example). You supply the layer handle (which you get when you create the layer using layer_create) or the layer name (as a string - this will have a performance impact) and the function will return that layer's depth as a real number. I also have NPC and Monsters as instances in my game. Mar 1, 2023 · Hello community, anyone know of a good resource for Jumping in a top down 2d game? GM marketplace or elsewhere? Top-Down Depth Engine by MashArcade | GameMaker: Marketplace (yoyogames. IMPORTANT Most of these functions are global Oct 5, 2023 · Well yeah, any number that encodes both x and y values in a priority to draw the instance would work Can't use it so set depth though, as that only takes integer values. GameMaker Studio is designed to make developing games fun and easy. We explore GUI layers in GameMaker and how to use them. With the new surface formats introduced in GameMaker 2023. If you find something to add, PM me. Now, I know GMS 2 doesn't quite have a 3d mode anymore, it just changes whether gpu_set_ztestenable is enabled, but I still would like to Jun 17, 2017 · Anyway, it can be easy to lose track of what you have set at what depth, especially if you use things like depth = -y, so keep a list someplace, and assign ranges to each category that you want to have at a consistent depth. You aren't limited to the number of each type of layer, and can have multiple tile layers, or path layers, or instance Jul 15, 2019 · I've read up on the depth system a lot, and have been watching several different tutorials and looking through the forums on here since my problem first arose. In the create event, put the depth you want for each object in the scene. length = 120; myseq. How can i change the depths in new gamemaker? I think there's a set_depth code but its just for object. You can get all layers in the current room using layer_get_all or a single layer based on the name you gave it in the Room Editor using layer_get_id. You supply the layer ID (which you get when you create the layer using layer_create) or the layer name (as a string - this will have a performance impact) and then give the new depth to set it to (an integer value from -16000 to 16000). Jun 17, 2017 · UPDATE So I've been watching different tutorials that people have made about overcoming the GM 2 depth system They're inflexible unless the entirety of drawing you require is 'draw_self ();' The obvious answer is 'layers'! The layers work great if there is no in-game generation -- for instance if the player was able to grow a tree wherever they like, then the layer system no longer works Oct 29, 2019 · Set the shader in a high-depth object's draw begin event, draw shaded things in the draw begin event of affected objects, unset it in the same high-depth object's draw event, then do normal drawing. Do you have any other custom drawing systems implemented, like some controller object that also draws everything using a with () statement by any chance. The problem is, my tileset has some tiles that should be above the player. Below you can see two example sprites that can be used as tile sets: Images by Lost Garden These are the Aug 1, 2024 · Hello, everyone! I recently got into particle systems and had a blast experimenting around. There is a minimum (-16000) and maximum (16000) depth value outside of which instances will not be drawn, although they will still exist and process events. It is not possible to have an object at depth 4 draw something underneath an object at depth 5 for example. at a certain depth, the layer_depth. You may wish for there to be no alpha blending, or you may require culling, or you may need to switch texture interpolation on or off. They store, for every pixel, a 24-bit depth value and an 8-bit stencil value respectively. This subreddit is not designed for promoting your content and is instead focused on Sep 1, 2016 · Taking this approach, you may need to get the depths from each object, store them in an array, set depth, draw, set depth, draw iterating through the instances. Feb 27, 2023 · I only see "camera_get_view_mat", but even when I use that, using the depth = -y * global. For information on using fonts and using the SDF feature, see Fonts. 1 and older) doesn’t automatically set the layers for persistent objects upon room change. matrix [5] - x * global. You can only do this my creating another instance of an object at the required depth and drawing in it's event or doing some fancy work with surfaces. matrix [4]; game maker says that is not an array and closes. Example: In order for something to appear in front of one thing, it needs to have a LOWER depth. Background Elements The GameMaker Room Editor permits you to add backgrounds into any given room using layers. Jan 16, 2024 · I just threw this together quickly and it seems to work pretty well. But the topic is more on how to implement a depth sorting system using gpu_set_depth specifically, so hopefully someone can answers OP's question? Nov 10, 2022 · I know how depth and layers work, I know how I can change the depth from an object in code and everything. Regardless of the obvious issues with this code, I wanted to know if it is problematic to use layers this way? My idea going forward would be to just create enough depth_layers for the camera view and then only update what is Jan 1, 2021 · The tile set editor in GameMaker allows you to take sprite resources and convert them into tile sets, which are perfect for creating rooms, and backgrounds. Ideas for doing this with tiles and layers? My first Oct 22, 2017 · I still use GMS1. I have some familiarity with GMS1 from my youth so I bought GMS2. The function layer_get_depth is helpful for ensuring you’re setting your depth higher/lower as needed. When the depth is "locked", this means that GameMaker will automatically sort the depth based on where the layer is in the list. Jul 8, 2020 · I hope this is the right forum for this. In one of my current game projects, I'm in a car that moves vertically through a level (bottom to top. You supply the layer handle (which you get when you create the layer using layer_create) or the layer name (as a string - this will have a performance impact) and then give the new depth to set it to (an integer value from -16000 to 16000). IMPORTANT This function instance_create_depth With this function you can create a new instance of the specified object at any given point within the room and at the depth specified. This basics video tutorial shows you how to depth sort (depth system) in GameMaker. Here I part_system_depth With this function you can set the draw depth for the particle system, much the same as you can set the render depth of different layers within the room, where a low draw depth means that it will appear on top of all things drawn with a higher depth, and a high draw depth placing it below everything with a lower draw depth. it has, say, depth 800. However, the Game maker authors specifically warn against changing depths in the draw event. IMPORTANT This function layer_depth This function can be used to change the depth of the given layer, changing the order in which its contents will be rendered to the screen. In terms of draw order I think layers and depth are the same, for one thing you can't even set the depth directly for objects in studio 2, rather the engine creates a new layer at that depth and adds the object to that layer. May 17, 2017 · A lot of 2D games and typically 2D RPGs achieve the illusion of depth when players and characters move "behind" and "in front" of objects. Bullet_Layer = layer_create (- 100); The above code will create a new layer with a depth value of -100 and assign its handle to a global variable. Jul 10, 2023 · The introduction of the Sequences system in GameMaker Studio 2 v2022. Note Learn how to use tiles & tilesets in GameMaker to build your game levels! Get a comprehensive understanding of: tile layers, tile placement tools, auto tiles bbox_bottom This read only variable returns the y position (within the room) of the bottom of the bounding box for the instance, where the bounding box is defined by the maximum width and height of the mask for the instance (as set by the sprite_index or by the mask_index). In this gamemaker 2 tutorial I explain the simple side of depth and room layers. Layers are ordered by depth and this depth is what defines the order in which the layer contents will be rendered to the screen when the game runs. The depth sorting system takes the instances' y coordinate, orders them in a list and draw them in said order. Cheers! Dec 17, 2022 · If that is all one sprite, you need to make it 2: The bars that will be above the player, and the rest of the goal. com) This makes it so that anything touching the 'depth_line' objects are set to a positive value the distance away it is from the depth line object and visa versa for things below the depth line. The base sprites in the draw gui begin event, everything I want to draw on top of the layer gui, in the other draw gui event, so the first code is now in draw gui event, and the create instance with the new object has the sprite in draw gui event. Mar 28, 2025 · It's pretty unintuitive, because the way to set a custom depth and make sure it doesn't change automatically is to unlock the depth (i. surface_get_texture_depth This function returns the depth texture of the given surface or -1 if no depth texture exists. . g. Regardless of the obvious issues with this code, I wanted to know if it is problematic to use layers this way? My idea going forward would be to just create enough depth_layers for the camera view and then only update what is Aug 20, 2021 · Perhaps they were using an older version of Game Maker from me (Game Maker 2), but this didn't work for me. By default, a view's camera is placed at -16000 depth, so if you wanted the fog to start at depth 0 and end at depth 1000, you would set the start distance to 16000 and the end distance to 17000. You can, however, set the depth at which to draw things in Draw Events using gpu_set_depth. IMPORTANT This function Mar 28, 2025 · Warm tear, I'm working on a 2D platforming game in GameMaker, IDE 2024. This can be used to draw at a different depth, or draw individual sprites/primitives at their own depths. 2, this just got quite a lot easier!Sur at an offset (x, y) and moving with a certain speed. With my main aspirations being the creation of a psudo3D game which utilized the depth feature in the Drag&Drop. You cannot set the depth of an instance in its Draw event (all other events are fine). Note Aug 7, 2016 · In the button object, use the GUI draw event and draw the sprites there. But if I set the covering separate layer's depth in the room settings to be like -99999999 Default layer depth spacing: When you create multiple layers in the room editor they are automatically assigned a depth based on their position within the layer list.