Okay, so as you may know, I created a super awesome lighting engine.
As you may not know, I have no idea how to handle tiles with code.My current way to put a background and foreground into the room is create them both with tiles separately and save them as a huge image and put it in the game. As you can imagine, this is retarded.The reason for this is, the view isn't actually a view. Instead of the view looking at different parts of an image, the image just draws itself at different parts depending on where the view is. Poly taught me that crazy technique, but I don't think he uses tiles.I don't know if I can use tiles with this system, though, which sucks.I want to just place tiles by hand in the room editor. But in order to do this I'll have to alter my drawing script to: 1. Hide all tiles (because otherwise they'll draw weirdly on top of the surface.) 2. Draw all tiles at depth 1 onto a surface, with an offset of -view_xview, -view_yview. *My current script goes here 3. Draw all tiles at depth -1 onto the surface with the same offset.Basically, I'm asking if anyone knows how to draw all tiles at a certain depth onto a surface like a background.Plox, guys, I really need help here.
Did I explain how for loops worked though :(
Yeah but I don't remember anything about nesting. I don't know why I don't just ask my dad about this kind of stuff, he's a professional programmer.
tile_add() is not the function you want if you're trying to draw a tile to a surface.
What you want is draw_background_part().