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With that done, you can now add a copy of this object into your room on the "Instances" layer and test your project. Orbinaut Framework is highly-accurate and very easy to use classic Sonic framework, made for GameMaker Studio 2. With that done, we can then loop through our DS map, getting the layer IDs from the map keys, and use the new camera X position multiplied by the associated multiplier value for the layer to set the layer position.
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Watch the video explanation about GameMaker Studio 2: Music Tutorial Online.
#Gamemaker studio 2 background music how to#
The value for the keyboard check will be either -1, 0, 1, and so we multiply this by 3 to get the speed that we want the camera to move at (-3, 0, or 3 pixels per-step), and then we apply this to the current camera position to move the camera. Here you may to know how to add background music in game maker studio 2. This code first gets the current camera X position, then checks the left/right arrow keys to see if they are being held down. _b = ds_map_find_next(background_map, _b) Var _b = ds_map_find_first(background_map) troubleshooting coding errors 201 GameMaker: Studio Master Collection 3. Var _xspd = 3 * (keyboard_check(vk_right) - keyboard_check(vk_left)) Ĭamera_set_view_pos(view_camera, _cx, 0) 2, 191212 catching and returning character 200 coding background music. In this event we want the following code: var _cx = camera_get_view_x(view_camera) These keys are then assigned a value which is the speed multiplier we'll be using to make the different layers scroll at different speeds. What we're doing here is creating a DS Map and then adding each of the background layers into the map as individual keys. In this object, add a Create Event with the following code: background_map = ds_map_create() īackground_map = 0.3 īackground_map = 0.2 īackground_map = 0.1 īackground_map = 0 īackground_map = -0.5 For that you need to create a new object and call it obj_Parallax_Control. Believe it or not, the bulk of the work is done, and all that's left is to add a few lines of code into a controller object that will move the backgound layers at different speeds to create our parallax effect.