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So I am currently making a survival-horror styled game and I do not want my enemies to reset every single time I reenter a room. Seems like the obvious choice would be to make the rooms persistent, but for some reason, all control of my player is lost upon reentering a persistent room.
Anyone...
Hi.
I have a really weird problem.
In my platformer, the player can walk on a wall object. it has the following code for collisions.
if (place_meeting(x+hsp,y,obj_wall))
{
while(!place_meeting(x+sign(hsp),y,obj_wall))
{
x += sign(hsp);
}
hsp = 0;
}
I have made another...
*Basically, in my game you spawn in a room with chunks which generate the world, (this works fine)
*Then the player can click a button to travel to a room (rm_travel) where you can choose a biome to generate your new room as, this system uses the room_add function instead the room_duplicate...
Hi,
So I have a game I'm making, and there are parts that set the persistence of objects to false, but when I turn it back to true, the x and y of the object reset. Let's say there's an object, it's starting point upon entering the room is (10, 10) and I move it in-game to (30, 30). Then, I set...
Edit #2: I thought I had this figured out but now the player's coordinates don't change and the camera won't snap onto the player.
//Loading
CL = objCallList;
if file_exists("Save.helix")
{
ini_open("Save.helix");
var LoadedRoom = ini_read_real("Room","Room",Overworld0);
CL.hp...
I have realized there is no easy way to transitioning persistent deactivated instances though rooms
- persistent instance don't move to next room if they are deactivated
- you can't reactivate a object in time in the room end event
- you can't deactivate a object without running the create event...
I have 4 rooms with objects in all four rooms. I am only able to move an object to room 1 then I can move the object back to the room it came from but no other.
I have keys 1,2,3,and 4 set up to go to there respected room#(rm_layer#) when the variable global.currentlyselected=0 for testing...
I just want to be able to move an object from one room to another with a click of a button..example
if keyboard_check_pressed(ord('R'))
{
room_goto(roomsname)
}
that just moves the view to the next room, I want to be able to just move the object I have selected with left click...
I use creation code in the rooms to change levels:
Example:
global.room_left = room1b;
global.room_up = room1_3c;
global.room_down = room1_3a;
global.room_right = room1_4a;
etc.
However, when I set a room to "Persistent" the changing of rooms gets wonkie, meaning, it no longer follows my...
Hi All
My game is almost done but i cannot work out how to get the game over screen(room) working. When i collect all 4 items i want to to go to as new game over screen.
When i do this the persistent objects of the previous room are there.
whats the best way to go to a game over screen
thanks...
In every room we can write a RoomCreationCode, create objects from code, place objects etc.
Room is not persistent, and object is not persistent or global (like variable).
Do we need to delete these objects, variables?
RoomCreationCode (room is not persistent)
//Camera create
view_camera[0]...
I'm not sure what specifics I need to share but here's my situation:
Whenever the player dies from an enemy collision the room restarts, but the player doesn't reset because its a persistent object. However, I don't want to simply disable it (the persistence) because I have a door that when...
Hi there, just a bit confused on how the camera system's work when it comes to persistence, do you need to recreate a camera each room or can I create a camera in a boot up room and have the object persistent?
(All using code and not in the room editor)
Sorry if this is a really stupid but I'm...
What's is the best way to deal with layers and persistent objects in GMS2? I've found when moving a persistent object to a new room it's layer don't follow. My solution in testing has been to find a suitable new layer, moving the object in the room start event.
The objects in question for me...
So i have a main menu, and a few test levels, i also have a save and load feature. it works fine, except the whole game is persistent. its an RPG game so when i load the stats i had when saved and the room i was in when saved becomes the current room and stats. It all works fine except when you...
Greets.
I have a particle system setup on a portal (o_portal_red) that spawns various enemies. It works fine, except when I leave the room, and then return, the particles spawn in 0,0 location instead.
Note:
* The room is set to PERSISTENT.
* The particle code is set in Alarm[0] of...
So basically I'm making a Game where the main object will be only be used in only 2 of 10 rooms. How would I go about making this object persistent in only 2 rooms?
(To give a bit more insight, its a pet game, in which I have about 10 rooms, each with its own function. The pet stays in the...
I have another complicated issue I'd like to resolve simply. Here's my issue:
In order to keep the code clean I moved the upgrade system of my game to a different room.
Making the rm_play flagged as persistent, when the user presses the 'U' key, I switch to a new room, rm_upgrade. Now, here...
I'm almost ready to make levels for my game now that my enemies, player stats, inventory, shopping and environmental objects are all finally done. But I need to reset the playable levels once the player reaches a warp point at the end of the stage so they can visit the area where they spend...
This is not an easy question to explain, but I'll do my best to give the full details:
-My rooms reset whenever the player exits to the left or right.
What I want is when the room resets on exiting to the RIGHT, he'll appear on the LEFT with the same Y-coordinate as he had when he exited, to...