Okay so this is the nice sphere I get when I use thsses values to make one around my attacking player 100x100 sprite dimensions.
if not(attacking){ exit; }
else
//when you collide with the enemy
if(image_xscale == 1)
and(attacking == true)
and( collision_circle(x+sprite_width/2, y, 100...
I dont know about you guys but when i import spine animations into game maker 2 the collision system gets wonky. I have a bounding box but it doesn't seem to use it and setting the collision mask to another sprite does nothing. i have a script written to stop the object right before it hits a...
Disclaimer: this is my first post on the forums here, so I can't provide a link to the tutorial I was following.
So, I'm working on a top-down RPG, and found an excellent tutorial on pixel-perfect tilemap collisions. It works flawlessly when colliding with objects, but when the player object...
I have my player with a mask around his feet (that way his feet check for collisions, allowing his head to poke through). However, since the object has a front and back, I would like for my sprite to go behind without walking down through the planters, and get in front of the planters too. The...
Hi all,
I have been following Heartbeast's rpg video tutorials (specifically, on this video @ this time stamp) and noticed that in GMS1, this portion of the interface is pretty different. In the video, it looks as though you define collision properties on the objects, rather than what GMS2...
Hey folks,
At the moment, I'm using the standard drag and drop collision event that GS supplies however this isn't really as accurate, precise, or as fast as I require.
You can see the problem here: https://drive.google.com/open?id=0B0O-TT1RwibRVGNQQl9LQjdKWjQ
As the arrow bounces around...
Hello everyone,
I'm trying to use collision_line to detect a collison
current_target = collision_line(x-attack_area_x, y, x+attack_area_x, y, obj_enemy, false, true);
But it seems that if an instance is detected to be collided in one step,
the collision_line function can not detect...
I have been using an extremely simple collision/control system I found from this video. I am unsure if it is outdated.
For some strange reason, when my character is descending and touches the ground again, sometimes the character will levitate a minuscule amount off the ground. During this...
So I'm working on a 3D platformer of sorts and I've run into a clipping issue with walls. Using the code from the old Gamemaker fps tutorial, I can get the character to slide along walls however If the player is moving too fast and collides with the corner of 2 wall objects, the player will clip...
i have a platformer game, with one way platforms in it. This code runs perfectly fine when tested in the windows version, and collisions still work regularly with the floor object, but my oneway platforms just stopped working all together. I have a floor object the player is checking collision...
Ok, so I'm making a breakout clone from scratch as a personal coding exercise.
The problem is, I don't know how to make it so that the ball can bounce off a block, AND destroy it on the same frame. I'll post my code if anybody needs it, but this is actually a recurring problem I've had with...
I'm currently programming a physics-based game in GameMaker Studio (I'm using the Early Access 1.99.525). I have a "wood" object that is destructible, by the player and by hitting other objects with force. However, the current force-detection method is flawed.
if abs(phy_linear_velocity_x) +...
the problem I've been having is that the AI won't move at all after it has collided with the wall (the AI isn't stuck in the wall)
What I've Noticed
The problem only happens when I try to get the AI to move away from the player and here is the code for that
the vspd is affecting the hspd for...
I've been looking at a number of tutorials trying to find one that would help me out. The "Coding Breakout" tutorial has a problem where you can get the paddle to intersect the ball when hitting it from the side. A few people have told me it's probably poor coding or a bad tutorial or...