So today I tried to make a navigatable menu using only knowledge I have gathered from state machines and enums. At the moment nothing shows up. This is what I have inserted into the room... just these 4 things.
And here is the code I have for a parent object that I have made for each of the 4...
I have been working on state machines and have gone through Gloomy Toads tutorial, Shaun Spaldings tutorial, and looked through several pre-built options. The issue I have regardless of the code I use is that the player character gets suck on animations/sprites.
When I land from a jump it...
Hello, noob 856431684 here!
Im making my first game after space rocks in GMS2 and i've "learned" state machines, basically all my animations have a state machine. the problem is that when I press "C" my character crouches OK BUT when I press "C" again and there is wall ontop of my character...
How do I stop my crouch animation at the last frame? I tried setting it up like this and it still loops.
// Get Input
// Crouch Animation
sprite_index = sp_jplayercrouch;
image_speed = 0.4
if sprite_index = sp_jplayercrouch && image_index = 6
GM Version: GMS2
Target Platform: ALL
A detailed tutorial series on creating a platformer using traditional hsp/vsp collision methods, but implemented in drag and drop. It will eventually cover collision code, states, enemies, basic tiling, parallax scrolling...
I'm a wee bit of a newbie at this, so please forgive me any errors.
I'm having a problem with changing between states. I'm using Pixelated-Popes animation end code. While the char is on the ground the state switching (player.free/ player.attack) working flawlessly, attacks hit...
I have created a switching states code for an NPC in my game that is supposed to:
** wake up when a player is near and move up until the y is in the middle of the screen
** stay idle
** if player gets close enough then follow
** if player gets too close go to idle state
But my issue is is...