Hi, I have two moving objects in my document: obj_playerA and obj_playerB (playerA sticks to the bottom and and playerB to the top, both can only move left, right or jump).
I used the same animation code for both, except for small changes, like any vertical stuff. For some reason it works for...
Hi, I have some issues with my horizontal movement code.
I have a global variables in the Step Event of my object Player for the horizontal move:
global.input_key_left = keyboard_check(vk_left) || gamepad_axis_value(0, gp_axislh) < -0.5 || gamepad_button_check(0,gp_padl)...
Hi to all. forgive me but i don't find the issue in the block of script for "automatic movement" of instance in game. what i don't understand are :
1- the code are a basic code for movement that i have find on video tutorial online.
/*velocita*/ speed =...
So I'm working on a top-down farming RPG similar to Stardew Valley and I just finished working on the sprite walking animations. There are three walking animations, one walking vertically towards the bottom of the screen, one walking vertically away towards the top of the screen, and another for...
so i Am trying to animate my sprite movement and i got it to do the animation .But i don't know how to make it go into an idle pose when it stops moving.here are pic's of my code
i tried adding a macro but then it was glitching. i need help!
Hi Folks.
Here is a very simple code-block for ladder-climbing.
My game hero is working absolutely fine. I made further idles
for climbing a ladder. He climbs up and down, as I wanted.
But: He doesn´t play the full loop of the climb-idle "sPlayerLadderClimb".
You can only see the first image of...
Hello there, i have tried to solve the following problem:
I tried to make a moving attack but not holding the key, so i used the variable key_attack = keyboard_check_pressed (ord("Z")) to make this movement and i wrote the following statement;
if key_attack
{...
when i move the attack animation plays instead of my move animation. trying to get the hang of states.
step
switch(state)
{
case st.normal:
{
scrPinputs()
vsp = vsp + grv;
hsp = 0
if (key_left) || (key_right)
{
state =...