I have setup a collision mask on one of my characters so it only covers the left 2/3 of the image. When I am moving to the right the 1/3 of the image I don't have masked goes past any wall it runs into which is what I want. However going to the left when I use xscale = -1 to flip the image the...
If I want gather a tilemap delete and remake it from info I store in an object. What's the best way to do this? I could loop through the tilemap data and set each property with tile_get_flip(tiledata), tile_get_rotate(tiledata), ect. This is sort of working for me, but would using the tilemap...
my game is minecraft style but in 2D, I have about 30 different blocks and the problem is in one of them, this block is in the room once it starts is the earth, the problem is that even if you configure the collision mask correctly both of the block as of all the sprites of the player, check...
I having problems with a player mask
the 3d player wont respond to the mask
the sprite is 32 x 32
the mask is 16 x 16
the player thinks the mask is 32x32
not to mantion the collision is off place
I am new to this forum, so hello to everyone. English is not my native language, so forgive if you sometimes find it strange what I write.
I am programming a game where players can modify the level (a sprite) in a way similar to what lemmings (the classic game from 1991) do while they dig.
I...
Hi, I'm having problems with precise collision checking with a sprite generated from a surface. I created a circle for collision and an object to collide with. The collision only works as if it was a square, not a circle.
Object A:
Create Event
spr = 0
surfaces = noone...
Hey all,
I've been working under the assumption that when you draw a sprite to the object's x and y and use scaling as in draw_sprite_ext that the bounding box would be calculated to the newly scaled sprite.
I tried making a button in my game and scaled it by 2 but found clicking on it didn't...
I want to make a colision mask in Gamemaker Studio 2, to my moving character and I ve been looking the internet to find some ways to use colision mask properly, here is what I found so far:
1 way: Just using the automatic colision mask that gamemaker offers. This seems to be very limited and it...
Hi Folks,
for being quick:
I have an enemy in my game-project, with a moving core within its body.
The alien-object is moving on its own (the body cannot be injured. But inside of it,
the sensitive core is moving, too. And that core is up to being hit by bullets.
Can anybody tell me, how the...
I have a character that looks all around via the mouse cursor, but because of how game maker works, this causes issues when looking around while hugging walls.
So I figured just changing the mask would fix it, right? But no, the mask turns with the character.
That said, how do I make the mask...
hi
i'm making a 2D RPG game like this
i want that when the house clicked do some code
and this is the house collision
the click event just check the Mask area but i want check whole image of house which contains the roof
also I don't want to change the mask because it is for that the...
So I have two clouds, one player cloud and one enemy cloud. What I want is, if I hit the enemy cloud, I die, but if I only scratch the enemy cloud with my player cloud, I charge with electricity. Is there a way to have these different conditions happen based on how much the collision boxes...
Hi all,
Is it possible to use draw_set_blend_mode(bm_subtract) to create a non-rectangular mask on a surface?
Here is an example of what I'm trying to do. I have a grey surface, and a white surface. The grey surface is the background, and the white surface is on top. I want to cut the white...
Hi I want to create and object with tranpsarent sprite/mask that won't redner any sprites. I found one post in forum, but I didn't understand how to realize it. I am not good with shaders and surfaces. What I need to do?
Here is post I found...
If I time my jump right, I get stuck in the block.
My code:
/// Brick block :: Create Event
image_speed=0;
image_index=0;
jumped=-1;
spinSpeed=0.2
bounceState=0;
reset=-1;
/// Brick block :: Step Event
if (jumped==-1) {
if ((place_meeting(x,y+1,obj_red) && obj_red.bbox_top > bbox_bottom))...
So, I don't need this:
!place_free(x,y)
Because all what it woould do is to return true once there were no pixels at all in contact with the mask. What I actually want is a way to know when one or more pixels of my sprite isn't touching the mask. I used to achieve that by runing:
for(){...
Hi everybody !
A simple question.
For an object, when you put :
y = y - 3
// Or
y -= 3
Y axis increase with a speed of 3 pixels.
So, how to make Y axis increase OF 3 pixels ?
Exemple :
If y = 9
And you put a magic code that add 3 to y
Then y = 6 and WON'T increase anymore if you don't tell it...
GM Version: Studio 2
Target Platform: Windows desktop & OSX
Download:
Links: N/A
Summary: A system using blend modes and surfaces that "masks out" sprites to a specified area AND can be easily implemented to your project.
One thing about me is that I'm extremely picky when it comes to...