I'm trying to make a tower defense game, and everything seems correct, but the waves go in the order 4-1-2-3 for some reason.
image_speed = 0;
global.wave = 0;
running = false;
canclick = true;
if timeline_position > timeline_max_moment(timeline_index)...
Hello, everybody. First time poster here, I apologize if I'm posting this on the wrong board, or something of the sort. I'm gonna try not to make this too complicated.
I'm currently working on a project with rhythm game mechanics similar to the ones found in games like Guitar Hero. (Basically...
I'm actually making a spawning system with timelines. I thought it was easy but I was wrong. I wonder if anyone has an idea to fix the code or can offer me an advanced wave-spawning system code. The first condition in my code works but the second one never executes.
Currently, timeline is easiest, most logical way to detect a moment in time, and triggers even if it's passed (timeline_speed is above 1). Which is super useful if you're implementing something like time compression in your game, generating schedules for NPC's or whatever.
But! Timelines, in...
The timeline I put together is a cutscene for my game. I made it so that every action in each moment is just to move into the next room.
I use this code:
room_goto ( rm_sample)
To activate the timeline I created an object and used this code:
timeline_index = tml_cutscene1...
Hello, i have no idea why this is happening so i have my object which runs the timeline so in the step event:
timeline_index = tl_cutscene1;
timeline_position = 0;
timeline_running = true;
timeline_loop = false;
then the timeline actually runs but only the code in step 0 of the...
I'm surprised there are not more tutorials on panning the camera to create in-engine cutscenes and such. Hopefully the gurus here will have some answers. I am making a platformer game where the camera follows my player object with a viewport sized at 640x480. I have made the room six...
In My Game I'm Working On. I Am Trying To Add A Boss Fight With States
(Update: The Game Is A Platformer Shooter Combo With A Limited Number Of Ammo That Refill Over Time)
Which Is A Better Way Of Doing That, With "Scripts OR With TimeLines?"
And I Would Love Any Other Boss Tips As well...
Well For My Game,
https://worldbucket.itch.io/cave-light<---My Game Demo
I Am Tryin To Add A Boss And Don't Know If I Should Make The Boss States Using Scripts Or TimeLines.
And I Also Just Want Any Kinda Tips I Can Get On The Subject...
I'm trying to change the position of a running timeline in my game back to the one it's currently one:
timeline_position = 1;
But it just doesn't do anything. I've verified that section of code runs, and if I change it to another...
I'm working on a project where I have 8 separate timelines. Each one is generated dynamically with its moments or timestamps indicated by timestamps in an array. Each timelines triggers a different version of the script.
Timeline 1 - Script 1
Timeline 2 - Script 2 etc.
Each of those scripts is...
I have a finished, released game in GM 1.4 that compiles fine in the GM 1.4 IDE.
I imported the project into GM2.
When I try to run the new GM2 project, I get a bunch of compile errors that all are related to functions not being found if they are called by...
Hey guys! I'm back with another issue. I hope this post is articulate enough and easy to understand. hehe
I'm creating a simple tower defense game, programming for level one is complete, save for a little bit of polishing.
Level 1 has three waves of 10 enemies of 3 different...
I'm trying to set up some code so that if the player character dashes (simple x=x+var currently) they must wait a certain amount of time before dashing again, with the potential to upgrade to multiple dash "charges" later on. I don't want to use alarms because I am told you can only have 12 of...
I am trying to create a simple tower defence game using timelines to control the waves. I would like to stop the timeline at the end of each round and on user input, resume. I have tried multiple ways to do this but I can't get anything to work.
So far I have tried creating an object that sets...
I'm currently working on a prototype for a fighting game that I wish to make, and I want to be able to implement rollback style netcode, part of which involves rolling back to a previous game state and then re-running frames with new input. This would involve going through potentially multiple...