I'm using the "collision event" to push gameobjects away from each other when they begin touching
The "begin step event" handles the numbers for movement caused by player input and some other influences that affect the hsp & vsp
When the "collision event" occurs, the hsp & vsp change too and...
May I just clarify something please? I'm a little slow on the uptake and need things spelling out to me slowly.
Event Order - is it:
Room creation code
So, for example, if I place an object on screen and that object has X=20 in it's creation...
hey all, i'm looking for a way to change the order in which event tabs are arranged in the fullscreen code editor.
by default, the events are arranged by order of creation, rather than by type.
they can be temporarily rearranged by dragging the event tabs, but these changes are lost once the...
Quite simply put, this is something that has been on my nerves for a while, and it seems like it should be a simple change. The default order of object events in the editor is pretty poor/nonsensical, it should be reorganized to better reflect the order in which events are executed. This would...
I was wondering if GM:S2 for any reason would call the Draw() event before the Step() event in an object. Currently, that is happening with a very specific instance, which makes me think it is my doing, but I don't have anything along the lines of calling draw events and the call stack is empty...
Hi I'm cleaning up all my player's code by having it's Step event have 3 specific scripts called
INPUT, MOVEMENT, ANIMATION, EXTRAS
the scripts use local player variables that are initialized in the player's object create event.
I'm getting errors now about the variables not have been set...
So. Related to a recent thread, but slightly different. Again, thank you all for being patient with me.
I'm initializing a variable in the "create" event of an instance. It is to be checked in the "draw" event. This seems like it aught to work. But I am getting an error that says the array...
I’ve stumbled upon a problem with event orders using room_create_code and persistent objects. I’m trying to make a level transition from the character select screen to the first level, though it only works right 80% of the time, which obviously isn’t good enough.
Do all of the step events happen before the collision events? In the manual at
The overall event order is shown as: