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(very new to game maker and programming languages in general) I have a particle system that trails behind the players character (which is a cube) by detecting when they are on the ground and spawning the particles at the right most side of the block. However, this has the side effect of when the...
I'm fairly new to GameMaker so I may not fully understand some concepts.
In the game I'm making, furniture flies around to hit the player. At the moment, it mostly doesn't stop when it hits the player (occasionally the collisions work, it's sporadic), which it should, and goes through the...
Hey so I'm using a tile based collision system, but for some reason collisions for right and down collisions are one pixel off, stopping one pixel before the solid tiles,
but it works just fine for the left and up collisions, always stopping when it collides with the walls, does anyone know...
I have this tile object where if it activates and of a certain type, it will burn down the tile below it. However, at certain circumstances, it will appear to float on the burned down tile and the burned down tile's text outline looks transparent.
The collision code is preventing it from...
Hiya!
I am using Game Maker 1.4. I am having troubles getting accurate collision detection with my obj_player and my obj_fire_hydrant. I am modifying the collision shapes to be only specific areas of both objects, but when I run the game, the parameters I set are ignored; it's as if the...
I can't pinpoint what I'm doing wrong. The concept is a rectangular object navigating slopes (collision line). Im using draw_line to debug, but it "looks" like the collision line is off by just a few pixels, which is enough to throw off the whole system, but only in a certain quadrant. I'm...
I have an issue with collision checking of circle instances, actually it just doesn't work and collide_object=noone in any case, also importatnt thing is that i don't know why but x always= chobj.x
Important thing:Object doing this script is also a child of Pobj_circle
So this is my GMS 2 script...
So I have a beginner-style collision code set up and I either want to improve it to avoid bugs or develop some sort of work-around so that if bugs occur the player isn't perpetually stuck in a collision object. I kind of need some help brainstorming a solution.
Due to dealing with a scope...
Hello, I am currently in the process of creating an enemy AI while following a youtube tutorial. The enemy AI is a simple track the player and over take them. However, after placing a collide script onto the enemy object the enemy object still overtakes and encompasses the player rendering them...
Hello everyone!
The problem I have faced with is more or less common, but I didn't find any solutions for my case.
I create bullet object and it has a speed. As far as I know, the speed determines the distance in pixels where object would be drown every step. So if the bullet has speed 6, and...
I'm trying to convert the collision detection that prevents the player from falling through the floor into code. Originally, I had it set as a collision event with the collision object that would set vspeed to 0, and move to contact with said object (to prevent this issue I got with the player...
I saw that some people were having collision problems also with the latest runtime updates. Was that just with objects that use physics? My game doesn't and my collisions are broken too.
This is my player character jumping and colliding with the invisible wall objects in the older Runtime...
Hello. Is it possible to have an object check for collision between two other objects and have that collision affect itself?
The way how I'd use it is simple. I have a camera object that snaps to the player's position based on an 800x608 grid. I want it to pause any movement when the player is...
I've been trying to make a pong style game for a while now but I can't seem to get any of the collisions right. Whenever I check for collisions, the ball either gets caught in the players or the wall, usually by one of the players pushing the ball into the wall (the players can move in 8...
Hi,
I've been having a small issue with (I think) HeartBeast's tile collision system in a 2D platformer environment, and I think I've found the place where it consistently fails, but I'd like some confirmation from someone a little more experienced than I am.
The jist of it is that I've...
Hello, I have only picked up Gamemaker yesterday and I started to make my own game, which is basically a Top-Down, Puzzle like game. This includes the Player being able to throw Knives in order to kill guards, however I am struggling with a certain feature that has to do with the Knife. I now...
HI everbody,
how to set that collision is true only if whole object "cover" another object, not just part?
It is dragable game, I drag an object and drop it above another, and I want to detect collision only if whole object is on another one, not just part. Thank you my GM friends :)
Hi,
I use IDE V2.1.0.212 and run time 2.1.0.136.
In GMS2 manual, we can find the following sentence with the picture for place_meeting :
"This will work for precise collisions, but only if both the instance and the object being checked for have precise collision masks selected otherwise only...
Is there any way to compare when one collision circle is in contact with another? I think it's the fix I need for my attacking setup if it's possible but I wouldn't know how to express it since last time I tried assigning collision shapes to a variable and checking if that var was true it didn't...
So, I'm working on a platformer that will use hybrid tile and object collision for floors and walls. I have the tile collision taken care of in another build, so pay no bother to the tiles in this build... as the player doesn't react to those.
My issue is with solid object collision. When the...