Gamemaker palette swap3/16/2023 ![]() ![]() It is now possible again to use a custom texture, thanks to the new internal system Panorama distortion effect (a.k.a FNAF 3D view) FXAA (Fast Approximate Anti-Aliasing) effect It may seem simple, but it was necessary to rewrite ~60% of the internal system New robust render stack system that enables new internal features, with more texture slots, effects blending, and overall pipeline control New high performance and quality HDR Bloom effect (with much better dirt lens) Now you can apply layered post-processing effects! Area Masks! This is a new feature that allows you to draw masks using sprites and post-processing (example included) Post-Processing FX is now finally Cross-Platform Also new effects added. More on the documentation will be coming soon. Post-Processing FX is now finally cross-platform. Several internal modifications were made, focusing on performance, quality, flexibility and documentation (Feather). You can replace any code with CTRL + SHIFT + F. The changes were necessary for the improvement of the product. Please read carefully what has been changed as it will cause syntax errors if you have already added it to your game and want to use the new version. You can also point to a specific License Agreement (an example is supplied with GamMaker:Studio) and a custom NSI Installer Script (details here) should you need one.Share on Twitter Share on Facebook Post-Processing FX v2.0Īfter a long hard work, I'm happy to announce the most awaited update of the year, version 2.0, major release of Post-Processing FX! Must be in *.bmp format and measure 150x57px. Header - The graphic that appears while the installer is running.Must be in *.bmp format and measure 164x314px. Finished - The graphic that appears on the "Finished" page of the installer.First of all we have the graphical options which will define the look of the installer itself : Windows games are created with an installer (previous versions of GameMaker just made an *.exe) and here you can define the various settings and graphics that GameMaker:Studio will use when creating it. NOTE : Be aware that the larger the size of the texture page, the less compatible your game will be. This can be very useful if you wish to see how the texture pages are structured and to prevent having texture pages larger (or smaller) than necessary. The default (and most compatible) size is 2048x2048, but you can choose from anywhere between 256x256 up to a whopping 8192x8192! There is also a button marked View which will generate the texture pages for this platform and then open a window so that you can see how they look. Allow Switching To Full Screen - Checking this permits the user to switch screen modes.įinally there is the option to set the size of the Texture Page.Scaling - Here you can choose to maintain aspect ratio (so a 4:3 room will be "letterboxed" on a 16:9) or to scale fully (stretching the image to fit the full screen).Allow The Player To Resize The Game Window - Checking this permits the user to change the size of the game window.Note, that if you have a game with a room speed of 120 and the player has a monitor with a refresh rate of 60, turning this option on will lock your game speed to 60 too. Use Synchronization To Avoid Tearing - This toggles v-sync on or off.Force Software Vertex Processing - This forces GameMaker:Studio to use the CPU for all graphics and is only recommended if there are compatibility issues with older machines.for crisp pixel graphics, it should be off, but if you have nice alpha blends and smoothed edge graphics it is better left on. Interpolate Colors Between Pixels - Turns on interpolation, which basically "smooths" pixels.Start In Fullscreen Mode - If this is checked, the game will start in fullscreen mode.The following options are included for you to modify: The graphics options are those that you should configure to determine how your game will use the graphics card of your target Windows PC. The other two sections of this tab are related to the way your final game is shown once started, with the Splash Screen being the graphic that is shown while your game is loading, and the Optionscontrolling whether you should display the standard Windows cursor or not and the icon (in standard *.ico format) that your game should show. This information goes in the Version Information section, and should be filled out completely. The General tab for Windows games is where you should supply the necessary information for Windows to display when your game has been installed and is running. Here we will look at the Windows tab, which is split into three sub-tabs for ease of use. In the Global Games Settings of GameMaker:Studio, you can find the different setup options related to how your final game will look when you create the executable for the target platform. ![]()
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