Thanks! I did it on Game Maker Studio 2. I had to change the following: *view_xview* = *camera_get_view_x (0)* *view_yview* = *camera_get_view_y (0)* *view_wview* = *camera_get_view_width (0)* *view_hview* = *camera_get_view_height (0)* *instance_create* = *instance_create_layer* The *rain* had to be drawn in *Draw GUI* and not *Draw* in order to appear in relative position to the camera. *Splash* also needed to be drawn in *Draw GUI* with the *draw_self ()* function for the same reason. Your tutorial from 6 years ago was useful to me today.
wow thx ! I have been thinking in a way for doing this for some time, but I did not had the math knowledge. Although in order to optimize it instead of creating one object for each randrop I will create all the vectors in the obj_RainGenerator step event and store them in an array together with another array for the height of each drop , and then I will draw all the raindrops in its draw event, that way you do not only reduce the object count, but also you only change the alpha once before and after drawing all the raindrops together. Thanks again ! :)
Holy crap, perfect 👌. Can you do a custom particle tutorial though? Like in your first light effect tutorial when the sprite reaches the floor it creates a dust particle. (Still new to particles)
Hey, can you please post some tutorial on how to push or pull blocks as a player? And then perhaps, if those blocks were pushed onto a button type object, they opened up a door (or just did some sort of action)??? I was wanting this for a platform game...
That would seem really interesting! But try experimenting with x previous, y previous statements and maybe use some ifs to make doors open. There are tutorials on RUclips that teach you how to use doors and well, how to access them using the keyboard. Try implementing that in your project! Sorr if I wasnt half helpful but surely I'll try it myself and reply over here again if I stumble upon something!
Awesome! Thanks so much! Some people have had issues with FPS but for me my memory usage doesn't increase and the game doesn't slow down, though my room is small I would think it would effect it, I use Studio.
thank you for gamemaker tutorial, is there any way you could add wind or periodic wind gusts to make the rain seem more stormy (in another tutorial video)?
This is amazing. would you by chance now or have some ideas on how to create a top down emp wave effect. I am making a top down tank game and I currently have it set so the player can use an emp wave to destroy incoming enemy fire. Currently Its setup to create an opject named emp at player tanks location that is just a cirle. every step the emp scale gets bigger till it reaches a point then destroys its self. when enamy fire collides with the emp object they just explode. any ideas to make this smoother or more efficient?
Hey man love it got a question. how would you do it so it it dose not follow the camera and only starts to rain when you enter a part of the map? trying to figure it out any idea's? or any one else? or do i use it as a different View?
i need some help with the following things: hearts system, save and load your progress ( i REALLY need that one) great video's man you saved me! but i'm still working with gamemaker 8 not gamemaker studio but they're pretty much the same aren't they?
firstfull thnx for the usefull tuto , i have a weird question : i did t not understand why u did all the calcule of Vectorx and Vectorey ? the point i did not get it ?
would it be possible for you to do an updated version of this for game maker studio 2? I pretty much have it figured out but for some reason the rain isnt constantly coming down on me or following me. If i go to one side of the room the rain is visibly traveling towards the center of it.
i am making a very simple game where the whole room fits in the view - the view doesnt shift so there is no problem with edge etc how could I make the code simpler? thanks
Cameron i need your help,in my game i want 4 different characters,every one with a specific gun,for example:ak guy,shotgun guy,smg girl and sniper rifle guy,i create an object parent and it works for move stuff and collision events but how can i do for the gun stuff? Can i just simply change the characteristics in the global left button event or it requires something more complex? Thanks in advance
Any chance of making an updated on on Game Maker Studio 2? I tried it in there following these exact instructions and have checked my code over and over and it's the same as yours but mine won't even run.
Hey thanks for the fast reply. Was not expecting that I didn't even notice the compile errors earlier when I was trying to run it but I see now - Object: obj_rain Event: Step at line 10 : unknown function or script instance_create Object: obj_rain Event: Draw at line 16 : unknown function or script dqr Object: obj_raingen Event: Step at line 10 : unknown function or script instance_create So that will give me an idea of where to look in the code. I can't import yours unfortunately as I got the free version.
It would seem "instance_create" is no longer a function in Game Maker Studio 2? It shows as a variable but for functions I see: Instance_create_depth(x,ydepth,obj) and instance_create_layer(x,y,layer_id_or_name,obj)
Yeah, I get notifications for comments now which is actually pretty sweet I haven't bought GMS2 either, and won't. I've played around with the free version, but they seem to have gone in a bit of a weird direction lately. Check this out. might help: forum.yoyogames.com/index.php?threads/game-maker-studio-2-instance_create-function.14886/ generally googling the errors can help a lot.
I got the free unity and GMS2 just a couple weeks ago. Have been playing around with both. Too new to have an informed opinion though. Thanks for the replies and the link! (:
Excellent and smart use of vectors. I also LOVE the fact that raindrops spawn at the location where they will be falling to! Only one little issue I see with the tutorial, you are using a lot of "magic numbers", not a good practice to teach beginners. Also it would be great if you could explain in greater detail how exactly vectors achieve that visual result. Aside from those tiny flaws your tutorial sir is OUTSTANDING!
Could you make a tutorial on a Legend of Zelda-like inventory? And masks that change the players form when they are put on (I'm making Majoras Mask 2D)
Hi Cameron, nice tutorial, i searched the comments and it seems i have a problem unique to me. I have 3 playable characters and when i press 1,2 or 3 it snaps the view to that player, i can only get the rain to fall if my first player is the default view, when i switch or start in another view the rain is fine til i start moving the view, the lines(rain) are all heading for the default view so if i walk say 1000 pixels to the right the lines become long heading to the default view. I hope this makes sense, i can't seem to figure it out and would like to use this in the game.
whenever you make a call to view_xview, view_yview, view_wview or view_hview try to add [view_current] to the end. it should look like this: view_xview[view_current] that should tell the drawing object which view it's drawing in and solve your problem. Hope this helps! :D
Great tutorial! I had to cut the repeat down to 10 since it caused so much lag. Thanks!! You could make the rain disappear when you go indoors by creating a "roof" object and destroying the rain when they collide with the "roof". Haha
Instead of lowering repeat to 10 and having less rain but less frame drop, try lowering your height variable to 20 and keep the repeat at 30 or 40. It gave me better framerate when I moved my game from my desktop to my terrible laptop.
Thanks! Know some ways on making good sprites? Type of top down sprites but also have that realism to them, the type I'm looking at are ( games) sas3 or darkwood type of sprites, thanks!
Those values are what make the rain 3D rather than flat. I've been thinking of making an explanation video describing why this technique works seeing as i mostly skim over that content in this particular tutorial.
Cameron Penner That would be great, I really want to know every aspect of what I'm doing so I don't feel somewhat in the dark, and to be able to do my own modifications without having to test several different settings. :)
Hey, thanks for the tutorial! That's a very beautiful effect!!!! But... When my view coordinates goes below 0, the rain starts to go crazy... Any ideas? :/
+Gabriel Izoton oh that's really interesting, I hadn't really considered that case, It's been a while since I looked at this code so I don't really know what would cause it :/ do you have a screenshot or something?
Thanks for the great Tutorial! I have one problem however, this seems to make my game pause every 1/2 of a second or so. The pauses also continue to increase in length and frequency as the game is ran. Is there anyway to prevent this?
I have made sure that the rain destroys itself, and even with the repeat set to one, there are still pauses, they just take longer to build into something noticeable.
Hello1423 hmmm. do you have pro? you could try the yoyo compiler. Does your game do this if the rain object isn't running? Maybe the height is set too high and it's taking too long for the rain to get down and the objects are building up there?
Cameron Penner I am actually using the master collection, so doesnt that mean it is already using the yoyo compiler? My game is set up so the room generates a dungeon and creates a player, and that player then sets the view and creates the rain generator object. When i comment out the instance_create() for that i do not get these lag spikes. Changing the height of the rain doesn't appear to make any difference.
Cameron Penner The issue is gamemaker has some sort of rumored object cache that the moderators on the forums don't like to talk about. One said himself "The best solution to this would be to create and deactivate the instances you need and activate them back when you'll need them again." I wish I could post links but I can't, search the gamemaker forums and you'll find it. The best way to have done this was somehow do it with only drawing or a shader of some sort. In summary, creating and deleting instances permanently reduces fps :(
Hi dude, thanks for the awesome video, but i have a problem. My game is like a Zombie Survival, and the rain "hit" my zombie, and he moves but difficulty, it's like the rain stuck my zombie and it's hard for him to walk. Any idea? If you can explain me, i'll be really thankful, because i'm new on this of Game Maker and i'm from Argentina, for that, sorry for my bad english. Cheers and Happy New Year.
make sure the rain and splash objects are not solid. and make sure that when the zombies are moving they're just checking for solid objects rather than all objects.
Cameron Penner Rain and Splash are not solid. Idk what are you talking about zombies moves 'cause I'm noob on GM. If you know the code you will help me a lot. Thanks again, sorry for the inconvenience.
Perhaps do a tutorial on fake 3d like rexfurry, but top down, almost like 3d buildings but still a 2d environment? A good reference would be a new gen pokemon game maybe.
I'd probably use a particle system if I was doing this in unity. you can make the particles stay in world space even if you move the system, which would let you move it around with the camera. if you really need the line effect as well, you could use a trail renderer to make the particles longer.
Yeah, there's definitely more efficient ways to do this. I'd probably end up using an array of rain positions in a single object, and drawing lines if I did it again.
This is really great but the coding method is not good for all platforms. Makes things lag extremely bad on Android. Edit: Nope, works great on Android. I had an exit line that was messing things up
I ended up lowering a bunch of values to get it to run smoothly on iOS... What do you mean by "exit line"? Is that within the code shown in this tutorial? Or was it a bug elsewhere in your code?
got it finished looks dope as f*ck. my game running at 60f/s so I had to make repeat only 5... there was already alot going on in the game but it looks great!! thanks. I still don't fully understand the code. please explain- you said at a point this looks a little crazy but it'll work great (thats great but we want to know wtf we are doing)
Cool rain, but i didn't really learn anything as you just expect us to copy your code without understanding why or how it works. Not really a tutorial, unless you count it as a tutorial on copy pasting other peoples work. you should just take a minute to explain how the code works in each object and event.
+Chris Richfield Yeah, seeing as the math was pretty fancy on this one it was hard to really go in depth on how it all works. It's often tricky to balance the length of the tutorial and the amount of content covered. Thanks for the feedback though, I appreciate it.
Thanks!
I did it on Game Maker Studio 2. I had to change the following:
*view_xview* = *camera_get_view_x (0)*
*view_yview* = *camera_get_view_y (0)*
*view_wview* = *camera_get_view_width (0)*
*view_hview* = *camera_get_view_height (0)*
*instance_create* = *instance_create_layer*
The *rain* had to be drawn in *Draw GUI* and not *Draw* in order to appear in relative position to the camera.
*Splash* also needed to be drawn in *Draw GUI* with the *draw_self ()* function for the same reason.
Your tutorial from 6 years ago was useful to me today.
I come from the far off year of 2024 where this tutorial helped me add cool 3D trees to my top-down game. Thank you!
This is EXACTLY what I needed for my top down tower defense! Thank you!!
:D Awesome! PM me a link when you're done! I'd love to see it!
wow thx ! I have been thinking in a way for doing this for some time, but I did not had the math knowledge. Although in order to optimize it instead of creating one object for each randrop I will create all the vectors in the obj_RainGenerator step event and store them in an array together with another array for the height of each drop , and then I will draw all the raindrops in its draw event, that way you do not only reduce the object count, but also you only change the alpha once before and after drawing all the raindrops together. Thanks again ! :)
very nicely explained. could you please post one on a side scroller, or suggest a short-cut I can drive through this tutorial
Kind of optimized using ds_lists instead of instances. Also added wind speed + direction. Great speed improvements, allthough its still pretty slow (i think a shader would be better for stuff like this). Also, this is GMS2 code.
obj_rain create:
rainlist = ds_list_create();
__windspeed = 100;
winddirection = random(360);
draw event:
var length = 4;
var xx = camera_get_view_x(view_camera[0]);
var yy = camera_get_view_y(view_camera[0]);
var w = camera_get_view_width(view_camera[0]);
var h = camera_get_view_height(view_camera[0]);
///RAIN
max_raindrops = 500;
var edge = 100;
var px = lengthdir_x(__windspeed/10, winddirection);
var py = lengthdir_y(__windspeed/10, winddirection);
while (ds_list_size(rainlist)/3 < max_raindrops) {
ds_list_add(rainlist, xx-edge+random(w+edge*2)); //X
ds_list_add(rainlist, yy-edge+random(h+edge*2)); //Y
ds_list_add(rainlist, 40+random(10)); //Z
}
var vx, vy;
var halfw = w/2+lengthdir_x(__windspeed*2, winddirection);
var halfh = h/2+lengthdir_y(__windspeed*2, winddirection);
draw_set_color(c_aqua);
draw_set_alpha(0.6);
for (var i = 0; i < (ds_list_size(rainlist)/3); i++;) {
var ii = (i*3);
rainlist[| ii+2] -= 1; //Z
rainlist[| ii] += px;
rainlist[| ii+1] += py;
var xxx = rainlist[| ii];
var yyy = rainlist[| ii+1];
var zzz = rainlist[| ii+2];
if (zzz < 0) {
instance_create_depth(xxx, yyy, 10, obj_raindrop);
ds_list_delete(rainlist, ii);
ds_list_delete(rainlist, ii+1);
ds_list_delete(rainlist, ii+2);
} else {
vx = (xxx - (xx+halfw))/halfw;
vy = (yyy - (yy+halfh))/halfh;
var sqz1 = sqr(zzz);
var sqz2 = sqr(zzz+length);
draw_line_width(
xxx + vx*sqz1,
yyy + vy*sqz1,
xxx + vx*sqz2,
yyy + vy*sqz2,
2
);
}
}
instance_destroy + instance_create -> instance_change
moving:
x += (keyboard_check(vk_right) - keyboard_check(vk_left)) * step_size;
y += (keyboard_check(vk_down) - keyboard_check(vk_up)) * step_size;
Thanks for tutorial!
Dude! :D that's great!
Hey dude this is awesome! Tremendous work man,thanks a lot,you're a genius!
:D You're welcome! let me know how your game turns out!
Thank you so much for this! Works beautifully in my game, Ghost Islands. I will be giving you credit in my game too.
Holy crap, perfect 👌. Can you do a custom particle tutorial though? Like in your first light effect tutorial when the sprite reaches the floor it creates a dust particle. (Still new to particles)
Thanks, bro! SO good tut! I would like to know how to make that effect for platform games. Can you help me?
i know this a top-down version of it,but do you have another version of in 2D style.it really helped me alot from your tutorials.
Hey, can you please post some tutorial on how to push or pull blocks as a player? And then perhaps, if those blocks were pushed onto a button type object, they opened up a door (or just did some sort of action)??? I was wanting this for a platform game...
That would seem really interesting!
But try experimenting with x previous, y previous statements and maybe use some ifs to make doors open. There are tutorials on RUclips that teach you how to use doors and well, how to access them using the keyboard. Try implementing that in your project! Sorr if I wasnt half helpful but surely I'll try it myself and reply over here again if I stumble upon something!
good idea. it's on my list now
Awesome! Thanks so much! Some people have had issues with FPS but for me my memory usage doesn't increase and the game doesn't slow down, though my room is small I would think it would effect it, I use Studio.
i love you man! for all tutorials for game maker studio!!!!!
thank you for gamemaker tutorial, is there any way you could add wind or periodic wind gusts to make the rain seem more stormy (in another tutorial video)?
thank you so much.
but i don't understand how you did the splash sprite animation. can you explain more?
can i use the same theory on 3D?
Finnally another video!
This is amazing. would you by chance now or have some ideas on how to create a top down emp wave effect. I am making a top down tank game and I currently have it set so the player can use an emp wave to destroy incoming enemy fire. Currently Its setup to create an opject named emp at player tanks location that is just a cirle. every step the emp scale gets bigger till it reaches a point then destroys its self. when enamy fire collides with the emp object they just explode. any ideas to make this smoother or more efficient?
Really, really nice effect!! Thank you for the tutorial =D
+My Pocket Adventure You're welcome! Glad you like it!
Hey man love it got a question. how would you do it so it it dose not follow the camera and only starts to rain when you enter a part of the map? trying to figure it out any idea's? or any one else? or do i use it as a different View?
i need some help with the following things: hearts system, save and load your progress ( i REALLY need that one) great video's man you saved me! but i'm still working with gamemaker 8 not gamemaker studio but they're pretty much the same aren't they?
This looks amazingly good!
looks nice but it's not very efficient is it ? creating hundreds of objects + all those draw calls ?
Hi Cameron, im making multiplayer game, and i dont know how to make multiplayer synchronization. Can you upload a tutorial about that?
firstfull thnx for the usefull tuto , i have a weird question :
i did t not understand why u did all the calcule of Vectorx and Vectorey ? the point i did not get it ?
How would I edit the code to make the rain fall a little faster?
would it be possible for you to do an updated version of this for game maker studio 2? I pretty much have it figured out but for some reason the rain isnt constantly coming down on me or following me. If i go to one side of the room the rain is visibly traveling towards the center of it.
Is it weird that sometimes I watch my own tutorials? :P
Cameron Penner Nah, it isn't, I look up my own older projects when I don't remember how to do stuff in GMK.
+Cameron Penner I do this all the time XD
i am making a very simple game where the whole room fits in the view - the view doesnt shift so there is no problem with edge etc how could I make the code simpler? thanks
Cameron i need your help,in my game i want 4 different characters,every one with a specific gun,for example:ak guy,shotgun guy,smg girl and sniper rifle guy,i create an object parent and it works for move stuff and collision events but how can i do for the gun stuff? Can i just simply change the characteristics in the global left button event or it requires something more complex? Thanks in advance
Any chance of making an updated on on Game Maker Studio 2? I tried it in there following these exact instructions and have checked my code over and over and it's the same as yours but mine won't even run.
Probably not, sorry :( If I get back into tutorials it'll probably be Unity, and not Gamemaker. What errors are you getting?
Hey thanks for the fast reply. Was not expecting that
I didn't even notice the compile errors earlier when I was trying to run it but I see now -
Object: obj_rain Event: Step at line 10 : unknown function or script instance_create
Object: obj_rain Event: Draw at line 16 : unknown function or script dqr
Object: obj_raingen Event: Step at line 10 : unknown function or script instance_create
So that will give me an idea of where to look in the code.
I can't import yours unfortunately as I got the free version.
It would seem "instance_create" is no longer a function in Game Maker Studio 2? It shows as a variable but for functions I see:
Instance_create_depth(x,ydepth,obj)
and
instance_create_layer(x,y,layer_id_or_name,obj)
Yeah, I get notifications for comments now which is actually pretty sweet
I haven't bought GMS2 either, and won't. I've played around with the free version, but they seem to have gone in a bit of a weird direction lately.
Check this out. might help: forum.yoyogames.com/index.php?threads/game-maker-studio-2-instance_create-function.14886/
generally googling the errors can help a lot.
I got the free unity and GMS2 just a couple weeks ago. Have been playing around with both. Too new to have an informed opinion though. Thanks for the replies and the link! (:
Excellent and smart use of vectors. I also LOVE the fact that raindrops spawn at the location where they will be falling to! Only one little issue I see with the tutorial, you are using a lot of "magic numbers", not a good practice to teach beginners. Also it would be great if you could explain in greater detail how exactly vectors achieve that visual result. Aside from those tiny flaws your tutorial sir is OUTSTANDING!
Could you make a tutorial on a Legend of Zelda-like inventory? And masks that change the players form when they are put on (I'm making Majoras Mask 2D)
Hi Cameron, nice tutorial, i searched the comments and it seems i have a problem unique to me.
I have 3 playable characters and when i press 1,2 or 3 it snaps the view to that player, i can only get the rain to fall if my first player is the default view, when i switch or start in another view the rain is fine til i start moving the view, the lines(rain) are all heading for the default view so if i walk say 1000 pixels to the right the lines become long heading to the default view.
I hope this makes sense, i can't seem to figure it out and would like to use this in the game.
whenever you make a call to view_xview, view_yview, view_wview or view_hview try to add [view_current] to the end. it should look like this: view_xview[view_current]
that should tell the drawing object which view it's drawing in and solve your problem.
Hope this helps! :D
Tried that already with no luck, i might just destroy the object and re create when the view is changed.
Thanks anyway you got me this far.
Great tutorial! I had to cut the repeat down to 10 since it caused so much lag. Thanks!! You could make the rain disappear when you go indoors by creating a "roof" object and destroying the rain when they collide with the "roof". Haha
Thank you!
Instead of lowering repeat to 10 and having less rain but less frame drop, try lowering your height variable to 20 and keep the repeat at 30 or 40. It gave me better framerate when I moved my game from my desktop to my terrible laptop.
Thanks! Know some ways on making good sprites? Type of top down sprites but also have that realism to them, the type I'm looking at are ( games) sas3 or darkwood type of sprites, thanks!
Is there a reason for the square(height) and /2 parts when drawing the rain, or are those just values that makes it look better?
Those values are what make the rain 3D rather than flat. I've been thinking of making an explanation video describing why this technique works seeing as i mostly skim over that content in this particular tutorial.
Cameron Penner That would be great, I really want to know every aspect of what I'm doing so I don't feel somewhat in the dark, and to be able to do my own modifications without having to test several different settings. :)
You do know the splash screen can be disabled under global game settings right?
All of this is very doable within one instance (without the need to create 40+ extra instances).
Darzall yep, slightly more advanced though. Maybe I'll do a tutorial in the future.
This looks great, need to test it one of this days! thank you :D
10:28- now that sounds a little crazy. no shit. I can copy what you say but I do not fully understand what I'm doing, unless I do, theres no point.
Hey, thanks for the tutorial!
That's a very beautiful effect!!!!
But...
When my view coordinates goes below 0, the rain starts to go crazy...
Any ideas? :/
+Gabriel Izoton oh that's really interesting, I hadn't really considered that case, It's been a while since I looked at this code so I don't really know what would cause it :/ do you have a screenshot or something?
That‘s really cool. You have yourself anew subscriber !:)
:D welcome to the channel!
How can i optimize for mobiles. it's going slow in android.thanks
Thanks for the great Tutorial! I have one problem however, this seems to make my game pause every 1/2 of a second or so. The pauses also continue to increase in length and frequency as the game is ran. Is there anyway to prevent this?
maybe reduce the number of drops? and make sure the rain is destroying itself once it's done. otherwise the object count gets really high!
I have made sure that the rain destroys itself, and even with the repeat set to one, there are still pauses, they just take longer to build into something noticeable.
Hello1423 hmmm. do you have pro? you could try the yoyo compiler.
Does your game do this if the rain object isn't running?
Maybe the height is set too high and it's taking too long for the rain to get down and the objects are building up there?
Cameron Penner I am actually using the master collection, so doesnt that mean it is already using the yoyo compiler?
My game is set up so the room generates a dungeon and creates a player, and that player then sets the view and creates the rain generator object. When i comment out the instance_create() for that i do not get these lag spikes.
Changing the height of the rain doesn't appear to make any difference.
Cameron Penner The issue is gamemaker has some sort of rumored object cache that the moderators on the forums don't like to talk about. One said himself "The best solution to this would be to create and deactivate the instances you need and activate them back when you'll need them again." I wish I could post links but I can't, search the gamemaker forums and you'll find it. The best way to have done this was somehow do it with only drawing or a shader of some sort.
In summary,
creating and deleting instances permanently reduces fps :(
alot of these code actions are new to me. i hope you explain a bit more
thanks heaps for this mate! very very helpful!
Hi dude, thanks for the awesome video, but i have a problem.
My game is like a Zombie Survival, and the rain "hit" my zombie, and he moves but difficulty, it's like the rain stuck my zombie and it's hard for him to walk. Any idea? If you can explain me, i'll be really thankful, because i'm new on this of Game Maker and i'm from Argentina, for that, sorry for my bad english. Cheers and Happy New Year.
make sure the rain and splash objects are not solid. and make sure that when the zombies are moving they're just checking for solid objects rather than all objects.
Cameron Penner Rain and Splash are not solid. Idk what are you talking about zombies moves 'cause I'm noob on GM. If you know the code you will help me a lot. Thanks again, sorry for the inconvenience.
Amazing tutorial!!!!
Mine doesn't seems to work
Perhaps do a tutorial on fake 3d like rexfurry, but top down, almost like 3d buildings but still a 2d environment? A good reference would be a new gen pokemon game maybe.
Cool idea, i'll look into it.
can you plz put a download on dropbox.
i have windows and it says ERROR LOADING
what to do.
The game finisher nvm i fixed it
Sweet! Thank you very much, works great.
great stuff dude i really appreciate it :D
Could you make a tutorial for onscreen buttons on android/ios touch device!
amazing tutorial thank you
view_xview is not a thing anymore, do you know the replacement
View_xport[0]
Привет! А как сделать чтобы дождь прекращался?
works well but drops fps (from 600 to 75) Game Maker Studio 2 repeat(15)
Great tutorial!
Hey i was wondering if you could possible help me with a Xenomorph Ai if you want derails feel free to ask
I might be able to help. what kind of game are you designing?
im doing a survival horror TDS set in the Aliens universe
and its really dark im looking for a stalking AI that takes a random path to the player instead of the fastest
bonecrusher2002 Planning your universe and story before mechanics will be your downfall.
will this work on gamemaker 8
+Yash Dhume yes
any way to get this working in Unity?
I'd probably use a particle system if I was doing this in unity. you can make the particles stay in world space even if you move the system, which would let you move it around with the camera. if you really need the line effect as well, you could use a trail renderer to make the particles longer.
Awesome! It really helped :)
Very cool effect, looks great, but i think it's a lot cpu consuming with all this instances executing that Draw code. A shader would be better.
Yeah, there's definitely more efficient ways to do this. I'd probably end up using an array of rain positions in a single object, and drawing lines if I did it again.
Awesome!
Can u make a tut with moving platforms horizontal and vertical?
thanks man! love the vids!
This is really great but the coding method is not good for all platforms. Makes things lag extremely bad on Android.
Edit: Nope, works great on Android. I had an exit line that was messing things up
I ended up lowering a bunch of values to get it to run smoothly on iOS... What do you mean by "exit line"? Is that within the code shown in this tutorial? Or was it a bug elsewhere in your code?
i made a GMS2 version :)
wow greats tuto thx =D
You opened me up my mouth. :O :D
i think you can create easily a fake 3d engine with this variables.
i need that for unity as well :)
Dwinzephyr I'll keep that in mind! I've been wanting to start doing Unity tutorials so we'll see what all comes up in the future!
i really look forward to watch that. thank you. :)
@@CameronPenner Was a tutorial for this ever made for unity?
Awesome! Thank you,mate!"
You're welcome!
Hello cameron ! I like you videos and I have idea to new videos ! You can make a street racing game!
Cameron please!
nice!!!
thanks man :)
You're welcome :)
it makes my game lag soo much my system crashed and i had to reinstall Windows!!!
The game finisher wow, that must be... brutal...
Nikorasu Chan ya think:)
I mean, I have never encountered a crash before that requires you to reinstall Windows yet XD
Nikorasu Chan ikr,and i was on windows 7!!
wow, lemme give a slow clap for you... that was really horrible but im laughing bahaha XD
I've got Pro for the price of Standard anyways. When standard was free for a week
cool!!
got it finished looks dope as f*ck. my game running at 60f/s so I had to make repeat only 5... there was already alot going on in the game but it looks great!! thanks. I still don't fully understand the code. please explain- you said at a point this looks a little crazy but it'll work great (thats great but we want to know wtf we are doing)
this crazy
Thanks again for this tutorial, Cameron! We used this effect in our Top Down Shooter, check it out: gamejolt.com/games/shooter/farm-kill/42510/
ou my god thank you
hotline miami 2
Cool rain, but i didn't really learn anything as you just expect us to copy your code without understanding why or how it works. Not really a tutorial, unless you count it as a tutorial on copy pasting other peoples work. you should just take a minute to explain how the code works in each object and event.
+Chris Richfield Yeah, seeing as the math was pretty fancy on this one it was hard to really go in depth on how it all works. It's often tricky to balance the length of the tutorial and the amount of content covered. Thanks for the feedback though, I appreciate it.
No problem, sorry if i was a bit harsh, you took it well though. I appreciate the fact that your trying to help fools like me in the first place.
did the video it works fine but i have enemies in my game and the rain stops them from moving can you help with this