collision check

  1. R

    SOLVED Collisions not working

    I have a player object and an invisible wall object, both of which are set to solid, but for some reason the player can just walk through the walls. It can also walk on top of them, and if it is in a wall it can't jump. The code is below, any help would be appreciated. (code from a step...
  2. C

    SOLVED Collision checks in local variables executes slower?

    Hello! I found something interesting while messing around with my code. Here it is, clearly following one of Shaun Spaulding's tutorials: In the Step Event: #region//set controls key_left = (keyboard_check(vk_left)) || (keyboard_check(ord("A"))); key_right = (keyboard_check(vk_right)) ||...
  3. A

    /// @arg x /// @arg y return place_meeting(argument0, argument1, oCollision); not working

    Hello I have oCollision and everything prepared but it just gives me this error when I try to run it and Idk what to do please help I did everything properly and the red signal error doesn't show up it shows as it works but then it gives me this error telling me it's wrong please help...
  4. A

    SOLVED collision check for draw_sprite_ext?

    I'm going to make a game with a lot of sprites. Making all sprites as objects creates a lot of trouble. I wrote the Main rules in a rule object and managed to draw it with draw_sprite_ext. However, I cannot check Collision. Briefly; How to make a collision check of a sprite drawn with...
  5. Lens

    SOLVED Problems identifying specific object and thus changing its variables.

    Good morning/afternoon/evening! :potato: I have many instances in a game called oBomber. Also I have an object called oTank, which has a range (collision rectangle). Once oBomber gets inside the oTank's collision rectangle, it should lose HP (to make it simpler, as for testing, now it just...
  6. FrostyCat

    Asset - Scripts Extended Collision Functions

    Extended Collision Functions Companion scripts for built-in collision functions Overview Extended Collision Functions are enhanced versions of built-in collision functions. You can now easily check for collisions with multiple unrelated objects/instances at a time, and optionally pass in a...
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