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...data, mx, my);
The above code gets the tile map ID from the given layer and then gets the x and y cell position...
The above code gets the tile map ID from the given layer and then gets the x and y cell position...
... }
  }
}
The above code gets the tile map ID from the given layer and then proceeds to check every tile cell on...
  }
}
The above code gets the tile map ID from the given layer and then proceeds to check every tile cell on...
... }
  }
}
The above code gets the tile map ID from the given layer and then proceeds to check every tile cell on...
  }
}
The above code gets the tile map ID from the given layer and then proceeds to check every tile cell on...
By default when you "paint" tiles onto a tile map layer in the room editor, you select a single tile and paint with that...
...Or you could have a background element with a tile map element to create the look of a room. This is not permitted in...
...These can be used in the room editor by simply creating a tile map layer and then selecting one of the auto tiles from...
...Note that this will simply draw the tilemap at the specified point, using the layer depth of the instance that is calling the function...
...this is not linked to any tilemap layer and the tile will be drawn at the layer depth of the instance doing the drawing...
...For more information on the functions that control background layers using code see Tilemap Layers. It is also worth noting that the GameMaker Language...
...You can reduce this cost by turning to tilemap layers and asset layers for drawing your graphics needs but those are generally static and...