![]() To address this limitation, the second method is to call tiles = tiled_read(“your_tiled_project.tmx”), which will parse the Tiled project and prepare a ds_map containing all the layer data. The limitation of Oneshot load is there is no automatic way to unload the layers, meaning if you need to unload the room, you will need to either switch rooms, or manually cycle through the layers to remove them. You can put this inside a room create event a room loader object’s create or room_start event. Whenever this function runs, it will load the tmx project, and create the necessary tile layers, and clean up any interim data created in the meantime. The easiest method is to just call tiled_oneshot(“your_tiled_project.tmx”). There are two methods to use depending on requirements: Method 1: One-shot load In GameMaker, some code needs to be run to parse and load tiles. Step 6: In GameMaker, create the object/code that will load the tiles
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