

These are just some common properties to tween, but you can add more if you need to. Inside it, we'll write our constructor: function TweenManager() constructor Let's make a script resource and call it tween_manager. Read on to learn more, and if you want a demonstration of the examples and assets shown here, then you may use the dropbox link at the end to take a peek!įirst, we'll need to make a constructor for our tween manager. With a good tween system, you can make your objects change in tons of ways with the greatest of ease! Once you have the system set up, implementing tweens in new objects is as easy as calling a couple functions.

You know what's cool? Using lerp in a robust way that lets us specify the exact amount of time our movement can take, and the exact shape that we move in.Įnter tweens.

I just write x = lerp(x, target, fraction) in my step event and I'm lerping all over the place. I don't want my objects to move around at constant speeds, I want them to wiggle and bounce! I want to lerp from one value to another in fun shapes and over set amounts of time! Since movement is such an essential aspect of games, it stands to reason that we should have a wide range of tools to make things move around. Things don't move just by changing position they also change in size, shape, rotation, color, and a whole lot of other ways. Three variables declared: scale will hold the scaling value of the button, alpha will hold the opacity of the button, and button_speed is the speed at which the button will animate (always keep it under 1).A lot of things move in games. Make sure the origin of the sprite is at its center.

Create an object and assign your button sprite to it. Nicely animated GUI can make your game look a lot better and more professional! What you will learn to make in this tutorial Buttonsįirst of all we’ll create a button. In this little tutorial we’ll make some animated GUI elements in GML: buttons and menu stuff.
