I'm currently using place_meeting for all the collisions in my game, however, a friend told me that place_meeting is very slow.
Now I want to know if that's really true, and if it is, what other methods I should use for collisions.
okay, I have tried and tried to come up with a solution to this, but I just cant seem to think of a way to let the box fall depending on the layer its on, I know the reason why its doing this, I just cant seem to figure out how to fix this problem, the reason its doing this is because its not...
I run into a problem where my character is a bit taller than he is fat. I would make a special collision box-shape around him to get a good size... but that causes problems with collisions. Making it circular works great with the collisions, but it gives him a size in which his head will phase...
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...
Back in the GMS1.x days, I had made a feature request in the old Suggestion Box forum to add a draw function that would draw the collision mask of the calling object. I thought that it would be a wonderful aid in debugging collisions, if the collision masks could be drawn visible so I could...
Title says it all. I want to use move_contact_all() for the vertical collision with my 1 non solid wall, but it keeps either getting caught up in the collision code for the x axis which uses move_outside_all, or just makes me stop only after my character is stuck in the wall.
It's just this in...
Alright, I have been at this one single script for several hours now and I am completely brain-dead. I'm gonna post a video showing the problem and the script and then head off to rest.
So recently I implemented AABB to Triangle collisions using the SAT algorithm. It returned true / false and...
Having problems with some of my code where a collision event is being executed multiple times
if enabled == true {
enabled = false
if id == global.lvlArray[global.userProgress] {
object_player.x = object_startpoint.x;
object_player.y = object_startpoint.y...
Hey everyone! I'm a bit new here, hope this is the right spot for this (if not let me know and I'll fix it).
In this 2D side scroller type of game, you have a crystal that's attached to your mouse.
So here's what I'm trying to make: I want the crystal to follow the mouse, but when the mouse...
Help - collisions stopped working when I upgraded
I am using Gamemaker Studio (mainly drag and drop) - we recently upgraded to studio - and in the latest update object such as coins no longer have the same collision - the player has to jump on the object to collect it - whereas before the...
Hi folks, new guy here. I've been toying around with gamemaker for a long time, but never bothered using the forums. Now I've come to a point where I need to understand how some things work on the inside. Specifically, collisions, to properly optimize them.
I've read many times that its better...
can someone explain how to create a animation and collision masks from a externally loaded tileset?
I know I have asked similar questions before, but I would like to do this with minimal effort as possible and be able to use them on objects
I also wanted to be able to load them from a json...
Hello. In Zelda 3, when you collide with a diagonal wall, you do the "slope sliding" everyone asks about. But I also need to know how, and in my game I don't use custom variables such as hsp or hor_speed. I just use x's and y's. Can anyone please tell me how to do it? Thanks a trillion.
I've ben a lot of time getting into Game Maker, and make a good collision sistem is one of my firsts goals. But, It doesn't matter how many times I try, and how many types of code I try, It Just still happening. You have a video below:
That's my code:
//Muvement
hsp=msp*(Iright-Ileft)...
Over the last couple of days, I've been trying to get into Game Maker and see what I can do with it. It seems pretty cool so far, but I've read from numerous places online that using the solid tickbox for any object that does not move leads to more bad than good, and hence I stopped using it...
Hi everyone!
Recently, I saw Shaun Spalding's video about making a simple platformer, here it is:
I downloaded the project and it seems good! The project has only 2 objects: "obj_player" and "obj_wall"
I will post the code, here it is:
obj_player
Create event
///Initialize Variables
grav =...
Okay. hi. I've always been wondering if it was possible and if so, how to program sliding.
What I mean is in an rpg, Such as a link to the past, if you collide to the very edge of a wall, You slide;(depending on direction, if you collided with the far left, you'd slide a little more to the...
Hello all,
I am assuming that checking for conditions every step, in the step event can be cpu intensive--obviously depending on how many and how complex those checks are.
If one does not necessarily need to check every step, and instead, a check say every full second would be adequate, then...
UPDATE: After some heavy code edits I've gotten it MOSTLY working, but I've still got a major problem...
Once diagonals are involved in any way the system breaks, here's a complimentary webm:
http://s1.webmshare.com/Gaq81.webm
Here's my collision code and below that my movement code. Also...
Ok, I'm sure it's trivial thing many of you struggled with.
I'd like to make a block that crumbles, when contacting fallin player or special block.
Here's the code:
if (place_meeting(x,y-Movable_block.speedY,Movable_block))
{
instance_destroy();
}
As you can see, it affects all of...