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  1. Earlier
  2. Add support for frame-based animation so we can speed and slow down an in-game GUI countdown timer. Suggestion by foxtails from GMS forums.
  3. Suggestion by Smiechu from GMS forums.
  4. Remove display_reset from r2d_dtCreate script. This causes problems on some target machines when GMS is started in fullscreen mode.
  5. Starfield Demo

    Version 1.0.0

    3 downloads

    Starfield extension will allow you to define and render a 3D starfield in GameMaker Studio. Stars are positioned, transformed and lite in 3D space so the simulation is technically accurate. You can control the speed independently along the X,Y and Z axis as well as change the view scale. In the demo you can press 1-7 to update/change the starfield simulation.

    Free

  6. Starfield Demo

    View File Starfield Demo Starfield extension will allow you to define and render a 3D starfield in GameMaker Studio. Stars are positioned, transformed and lite in 3D space so the simulation is technically accurate. You can control the speed independently along the X,Y and Z axis as well as change the view scale. In the demo you can press 1-7 to update/change the starfield simulation. Submitter Jarrod Davis Submitted 09/06/2017 Category Tools  
  7. This extension will allow you to define and render a 3D starfield in GameMaker Studio. Stars are positioned, transformed and lite in 3D space so the simulation is technically accurate. You can control the speed independently along the X,Y and Z axis as well as change the view scale. Requirements: - GameMaker Studio 2 - R2D_DeltaTimer for frame-based timing (optional) Function List: r2d_sfCreate() r2d_sfInit(aStarCount, aMinX, aMinY, aMinZ, aMaxX, aMaxY, aMaxZ, aViewScale, aSpeedX, aSpeedY, aSpeedZ) r2d_sfUpdate(aDeltaTime) r2d_sfRender() Global Variables: global.r2d_sfSpeedX global.r2d_sfSpeedY global.r2d_sfSpeedZ global.r2d_sfViewScale Visit the GameMaker Marketplace for more information and to download.
  8. This extension will allow you to define and render a 3D starfield in GameMaker Studio. Stars are positioned, transformed and lite in 3D space so the simulation is technically accurate. You can control the speed independently along the X,Y and Z axis as well as change the view scale. Requirements: - GameMaker Studio 2 - R2D_DeltaTimer for frame-based timing (optional) Function List: r2d_sfCreate() r2d_sfInit(aStarCount, aMinX, aMinY, aMinZ, aMaxX, aMaxY, aMaxZ, aViewScale, aSpeedX, aSpeedY, aSpeedZ) r2d_sfUpdate(aDeltaTime) r2d_sfRender() Global Variables: global.r2d_sfSpeedX global.r2d_sfSpeedY global.r2d_sfSpeedZ global.r2d_sfViewScale
  9. - Changed to a pure GML extension - Misc fixes and enhancements - Added PDF documentation Visit the GameMaker Marketplace for more information and to download.
  10. Changed to a pure GML extension Misc fixes and enhancements Added PDF documentation
  11. - Changed to a pure GML extension - Misc fixes and enhancements
  12. - Changed to a pure GML extension - Misc fixes and enhancements Visit the GameMaker Marketplace for more information and to download.
  13. Right now, the asset is not a single-file extension. Changing to an extension will not pollute the resource tree with a bunch of script files.
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  15. Released DeltaTimer for GameMaker Studio

    I released the first version of an asset for GameMaker Studio 2 that allow you to use frame-based timing in your GMS projects. I am going for the simplest approach. I manage to get it implemented using only scripts. You just have to place r2d_dtCreate in an object.Create event to setup everything need for delta timing to work. Next, place r2d_dtBeginStep in the same object.BeginStep event to then manage delta timing. The object should be a persistent controller object used in your project. You have a number of global variables and scripts you can then access to manage/control timing in your project. You can set the min fps down to which DeltaTimer will try to manage before allowing it to fall through and your desired fps that you want your simulation to run at. Using DeltaTimer you can effectively decouple rendering from updating to allow your simulation to run at a known and predictable rate. Visit the GameMaker Marketplace for more information and to download.
  16. Go through script code and add more comments where needed and fix any spelling/grammar errors where found.
  17. Extension that will allow you to use frame-based timing in GameMaker Studio. These routines can setup timing inside an existing object. You simply do: Add r2d_dtCreate in the Create event Add r2d_dtBeginStep in the Begin Step event Call the r2d_dtXXX functions to update your objects or directly use global.r2d_DeltaTimer Set global.r2d_dtDesiredFPS (default is 30) to set the speed of your simulation. Set global.r2d_dtMinFPS (default 10) to set the minimum FPS to try and maintain your desired simulation speed. Anything below this minimum value will just fall through. global.r2d_dtMinFPS = 10; // manage simulation down to this speed global.r2d_dtDesiredFPS = 60; // keep simulation running at this speed r2d_dtCreate will set GMS's internal game fps to a very high value to prevent GMS from trying to lock the framerate. r2d_dtBeginStep has support to prevent large spikes in speed caused by background tasks. The end result is that you will have now decoupled rendering from updating, allowing your simulation to run at a known and predictable rate.
  18. Extension that will allow you to use frame-based timing in GameMaker Studio. These routines can setup timing inside an existing object. You simply do: - Add r2d_dtCreate in the Create event - Add r2d_dtBeginStep in the Begin Step event - Call the r2d_dtXXX functions to update your objects or directly use global.r2d_DeltaTimer Set global.r2d_dtDesiredFPS (default is 30) to set the speed of your simulation. Set global.r2d_dtMinFPS (default 10) to set the minimum FPS to try and maintain your desired simulation speed. Anything below this minimum value will just fall through. global.r2d_dtMinFPS = 10; // manage simulation down to this speed global.r2d_dtDesiredFPS = 60; // keep simulation running at this speed r2d_dtCreate will set GMS's internal game fps to a very high value to prevent GMS from trying to lock the framerate. r2d_dtBeginStep has support to prevent large spikes in speed caused by background tasks. The end result is that you will have now decoupled rendering from updating, allowing your simulation to run at a known and predictable rate. Visit the GameMaker Marketplace for more information and to download.
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