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Use the “Change Zoom” event to dynamically scale your games to the user's resolution. To do this, divide the width of the user's screen resolution:
Screen.SizeX by the number of horizontal pixels you wish to be visible at all times. For example: if I only want the player to see 1024 pixels horizontally I would write:
Screen.SizeX / 1024. This ensures that only a set amount of horizontal pixels are visible regardless of the user's screen resolution.
To get around alpha layering limitations in 001 Game Creator, you can use Actors that are loaded at your desired rendering order.
Please ensure your video card drivers are up-to-date and supplied by the proper vendor (not Windows update). It's also worth looking at the Resource Profiler to see the total Memory Size of your game and reduce assets that are exceedingly large.
By default, the cursor will not be rendered in full screen games as this is mostly undesired. You'll need to create a cursor Sprite and use the “Change Cursor Sprite” event to change the default cursor. It's recommended that you put this inside the “Introduction” System Trigger so that the cursor is changed as soon as your game starts.
Use the “Fade Out” event and set its duration to 0 to instantly change the screen tint to any color you want. You can use the color transparency slider to adjust the intensity of the effect.
Use a script or “Automatic Movement” to move/face towards the player character and act accordingly. Most platformer games don't use pathfinding since you usually just need to walk in the direction of the player.
If you plan on updating your games after release and don't wish to corrupt/cause conflicts with a user's save file, make sure that “Minimalistic saved games” is ticked in the Game Settings window.
For 3D games, use height maps with custom collision. For 2D games, create a Lower Object Tile-Set and create a custom triangular collision to form a ramp.
Please see the Performance page for information on how to optimize your games performance.
This is most likely a Z-buffer issue. Make sure that different render layers are set in the Sprite Editor.