Code i posted will keep image_angle between 0(inclusive) to 360(exclusive) as long as you don't decrement by huge amounts. You can just put the...
Maybe image_angle is outside your check range. Try adding this inside you state == 1 condition body.
image_angle = (image_angle + 360) mod 360;
No problem, though it popping the top layer first is likely undependable because I do not think that instance_position does any sort of depth check.
Your bubbles step is funky... i would just trash that to be honest and do the touch check in the controllers step event. Try this out (support up...
Probably because your "gradual decrease" is assuming that at some point you vsp will be zero... which is unlikely.
What if the list is large... maybe using ds_map_replace_list before destroying is a better option?
Sounds like you might look into forming a dev team. Take in a programmer while you handle game design.
Probably a good idea to insure this is never zero
Those are instance variables he defined.
Edit: unless you mean the stuff to the right of All... in that case, it isn't a scoping issue because...
Oh sorry, I thought that was possible in GML. You can change it to either do:
All = 0x1 | 0x2 | 0x4 | 0x8
All = 0xF
// its the value of 15...
This, except I had a bit of a different idea. I had more of this in mind
//obj_humanPowerline STEP event
up = PowerDirectionFlags.Up *...
Use a bit mask and order your sub images accordingly.
None = 0x0,
Left = 0x1,
Up = 0x2,
Except it's not random.
If colliding on x axis, reverse hspeed.
If colliding on y axis, reverse vspeed.
/(2 - (zsp -1) * 0.1)
Nice, didn't know they added that.
Lol, again, it sounds weird, but game start is likely called after create. Most reliable way is to create an init room that only does things like...
Sounds weird, but room creation code is likely called after the create events. Move your call to randomize to the create event.
You simply need to check ALL jump through platforms you are colliding with. For each one, if previously above it, snap to the top of the platform....
I'm talking about your "item on the ground" which is a unique instance of your item, so you're still creating instance and drawing a chest sprite....
I'd mostly agree with this, but grids can make good inventories if you plan on having a set number of max items in your inventory.