Simple Cell is committed to being the lowest cost provider for the products it sells, therefore due to manufacturers Minimum Advertised Price (MAP) requirements, we choose not to seek authorized reseller status with the manufacturers of the products we sell. Once the repair is made the item will be shipped back to the customer. Repairs can take up to 7 business days from receipt. Once the item is received, Simple Cell will inspect, test, and repair the item as needed. Also, the warranty will not apply to damage caused by unauthorized alteration, modification or repair of the product It doesn’t cover cosmetic or incidental damages. ![]() The warranty does not cover defects or malfunction caused by misuse, abuse or improper maintenance, failure to follow operating instructions, or use with equipment with which it is not intended to be used. We do not pay shipping, insurance, or transportation charges from the customer to us. ![]() ![]() Simple Cell's warranty coverage includes repair for manufacturer defects or replacement of the entire system with a new, refurbished or equivalent replacement. *** All items in any condition are covered by Simple Cell's 90-day Limited Warranty. All items purchased from Simple Cell come with a 30-day return policy and can be returned for a full refund if the product is returned in the same condition as received or has a manufacturer defect.
0 Comments
6/15/2023 0 Comments Game maker z axisPerhaps the easiest way to illustrate the final solution I came up with is depicting what I like to call the "narrow canyon" problem. (Nice to have) Does not require special camera/view adaptations.Effortlessly handle a vast number of sprites and objects.Deal with multiple layers of height and narrow canyons to uphold 2.5D perspective illusion.Minimise taxing CPU-based depth sorting, such as depth order lists or depth=-y.Take advantage of the newly-introduced layer system (simultaneously giving more performance in-game and being easier to organise in the room editor).Let's begin with a list of goals that the solution had to achieve: In this tech blog I would like to walk you through that solution, explaining how it works for depth sorting. ![]() ![]() Discussions about depth sorting were a major topic, and I contributed by comparing different solutions, including one that I myself created (for those interested the post can be found here). The introduction of the layer system with GMS2 promoted the use of alternatives to the omnipresent depth = -y and its derivatives. Since releasing the first screenshots, the question I received the most is how I handled the z axis and depth sorting. |