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Coding / Tile Animation Example
« on: January 28, 2012, 08:14:27 pm »
Been a long time since I've used GM, and I have been looking over my old Zelda GB engine that I have worked on months ago. One of the things that I have tried doing in the game is to allocate almost every static background object into tiles (that is surfaces, walls, and of course animations), but for the most part was not entirely successful. In trying to make my game work more efficiently, I have tried to create a single object that would animate all the background animations that the player cannot interact with. I don't know how much more efficient it is compared to using solid objects though, perhaps some people can give some feedback.