In the old game maker, you could just set the object to solid and then set the speed and what not.
In the new version of game maker, when an object is set to solid it can no longer move, as well as any object that colides with the object is also unable to move...
How can I use GMS2 DaD to make an impassable object? I currently have the speed set to 0 once the object collides with the wall, but I want the player to be able to move diagonally without getting stuck to the wall. I also want my enemy (which behaves as a zombie) to not be able to phase through...
I was trying to make tile collision but some thing strange happens so i recorded it so you can see what is happening
https://photos.app.goo.gl/V9m9Geda7s5QHkF4A
so this is what i have for my collision code right now
OBJ_player
create//:
tilemap = layer_tilemap_get_id("wall_colisin")...
i did tried watching a few videos but i got confused or they were not working properly so i am wondering how to add walls so all i have right now is movement
here is my code so far
OBJ_player
Creat//:
idle = 1;
walking = 0;
up = 3;
right = 2;
down = 1;
left = 0;
Action = idle;
Direction =...
So, I'm working on a platformer that will use hybrid tile and object collision for floors and walls. I have the tile collision taken care of in another build, so pay no bother to the tiles in this build... as the player doesn't react to those.
My issue is with solid object collision. When the...
The player has an ability to summon a drone and help him, what the drone does is shoot to enemies and follow the player.
Everything works perfect but it has something that i don't like...
If the drone see's an enemy it stars shooting, when killed it stop, but it even shoot to enemies that are...
I added a collision event for player with wall.
and here is my code for player movement in a step event. its pretty basic.
if(global.pl_mov_state = 1)
{
if(keyboard_check(ord("W")))
{
y -= global.pl_speed;
}
if(keyboard_check(ord("A")))
{
x -= global.pl_speed;
}...
Hi I have random blocks dropping from the sky set to solid but they dont stack. When one falls on another they push the other one down.
//inside the generator
var val = random_range(0,1);
if(val < 0.04)
{
//random range of spawn screen width
location_x = irandom_range(room_width...
I'm using mp_potential_step to try and control movement. Here is the situation:
4 ships in room.
4 randomly appearing targets in room
Ships lock onto nearest target(respectively) and converge until a certain distance is reached.
In create event, ships set ...
I have a villager object which uses mp_potential_step() to navigate between objects (such as trees). When it reaches the tree in question, I use place_meeting() to change the villager's behaviour. In order to make this work, I have the villager set to solid and the trees not set to solid...
so I'm not sure how to describe this....
I know how to make a working tile collision with bounding boxes and 4-corner checks (typical platformer collision style)
this works all nice and fine since the "shapes" are all lined up in 90° angles and corners
but for my little testing project (to toy...
I have various objects in my game that are marked as solid and their sprites use precise collision checking. However, when moving around on screen, these objects still overlap one another. Am I missing something?
Also, when I generate these objects, I place them at random coordinates on the...
Is there an easy way to check for all instances that are solid? I'm trying to use 'collision_line() ' to make an enemy shoot only when there are no solid objects in the way. I know i could use parenting but that would complicate MANY other things in my game.
Any replies would be greatly...
I made a ball that falls in vertical directioin with gravity.
In the step event I used the following code:...
if (vspeed<6.2) {
gravity_direction=270;
gravity=0.35;
}
... So the vertical speed stops growing before it reaches 6.2. When the ball colllides with a solid block, I made it bounce...
I was wondering if there is a better way to handle the "physics" for my project jumper.
See I just made the player jump and have it add to it twice until it starts falling.
I also have a ground pound and sprint ability.
Anyway, the main problems are the player jumps too high, doesn't always land...
So, let me just start off by saying that I'm a beginner in game maker. Though I do know some basic gml coding. In the game I'm currently working on I need to make one way platforms (platforms that I can jump through from the bottom but when on top I don't fall back through). How exactly would I...