i'm following a course on Udemy on creating a tilebased platformer.
For my personal project, i'm trying to create a tilebased platformer with a parkour"ish" vibe.
I've manage to add a "grab ledge" state and it's working well on some aspects, but i'm not 100% satisfied on how it...
GM Version: Studio 2
Target Platform: Windows
Download: see code below
I've noticed pretty much no platformer tutorials account for tweaking control feel, input buffering, air control, etc. So I'm tossing it here hoping it will be of help to someone.
Struggled with this long and hard. My programming level is novice as I'm sure you'll see here.
*I have oWalls (32 x 32 objects) which correctly stop movement in all directions, taken almost directly from a tutorial.
*I have a toe point and a reach point which correctly determine if there is an...
We are still new to GameMaker and have only released one game featuring simple rectangular collisions for player and platforms. We are working on a new game though that needs some different collision shapes.
I'm sure a solution to this has to be somewhere but, after spending most...
I have a problem with hitboxes and such, but it's hard to explain so I'll let this badly described image speak for itself:
So basically, the problem is that when you are on that "ledge" it's okay to break the bushes and read the sign, but when you are off the ledge, I want to prevent that from...
In my game, I have an animation prepared that I want to have played when the character is on the edge of a ledge, but only if the drop is larger than a specific amount.
Very similar to how Sonic plays this animation when he's near a ledge, but in my case, I don't want it to play when I have...