![]() /In Draw Event Of Object Desplaying TextÄraw_set_font(fnt_bitmap()) //This will execute the script we just created looking for a return index, in this case the return index was the font index Return font_add_sprite(, ord("!"), 1, ) //The script will return the index for the font we just created out of the sprite ![]() /In Script, I am calling this script fnt_bitmap But If you want to know about that talk to me privately at my business email bitmap fonts first create the sprite with the frames being the characters in Game Maker's order (from !-) then use this function to set that sprite into a font (using a script so the variable doesn't get lost like this: I have an amazing way to do text boxes that procedurally display the letters. Randomize() //This randomizes the seed so not to have the same outcome for randomly selected variables or numbers Move_snap() will position them to the closest potions matching the snap size grid: say and object was at (15, 4) the function would move this object to (20, 0). Move_snap(20, 20) //20 because thats the tilemap's tile size for dungeons Heres a tip after they're turn is up use the function Also you can use MP Grids, Randomized Seeds and Variables to create the turn system.
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