Hey all! I'm working on a 2D platforming infinite runner and there's a feature in it where after jumping, the player must press the space bar with perfect timing before hitting the ground. If they mess up, it causes them to trip and slow down.
My issue is that I can't seem to figure out how to...
Delay actions and animate values with ease
GMTwerk 2 allows you to set delays, listen to conditions and animate values asynchronously using a fire-and-forget interface. One GMTwerk 2 actor can replace alarms, timelines and many kinds of step event code in a compact, at-source...
I'm not even sure if I'm posting in the right place, this being my first post, but, I do not know how to solve an issue I am having with my game. I would really appreciate any help.
I want to make my player object restart the game if it collides with a certain object if the space bar is NOT...
Hi, I've done a bunch of research on the subject and while it seems like GM is not exactly the best friend of Rhythm game (limited Audio system & functions) it seem doable.
borrowing from multiple sources, I went with a deltatime to seconds system to bypass the fps/lag potential issues. And...
GM Version: GMS2
Target Platform: ALL
Delta-timing is used to make sure the game doesn't actually slow down due to low FPS. This tutorial teaches you how to implement delta-timing and also use it with...
I tried making a metronome in Gamemaker which ticks to a previously specified Bpm. I used the following code:
MetronomeBeatsPerSecond = MetronomeBpm/60
MetronomeSecondsPerBeat = 1/MetronomeBeatsPerSecond
//tickup every real sec
MetronomeTotalSeconds += (delta_time*0.000001);
Yesterday I started a fun new project that involves some tricky high precision timing, and I'm having some trouble finding a way to keep it running at a fixed rate.
I'm creating a beat sequencer that uses a BPM value to find a rate at which to move through 16 steps every bar. If...
Okay so, my new project is planned to have a rhythm-game, here's how I want it to work:
My character's sprite goes forward automatically and has an hitbox of 1 pixel of width.
Every 25 pixels, there's another sprite placed and when the two sprites collide, it does an cowbell sound.
I want my...
Extension that will allow you to use frame-based timing in GameMaker Studio.
These routines can setup timing inside an existing object. You simply do:
Add r2d_dtCreate in the Create event
Add r2d_dtBeginStep in the Begin Step event
Call the r2d_dtXXX functions to update your...
Okay I have a timing or instance exists and finite state problem:
I have a minimal grasp on this and my program is functional but I dont like the clunkiness of it.
the problem I have is timing
I have tried using alarms which sorta works. And I have tried at changing the obj_worker state at...
I had some questions about GML. Sorry for the length of the post I thought I'd just drop them all in one.
1. Is there an API similar to Java or JS framework APIs somewhere? In particular I'm looking for object variables, instance variables, object and instance functions
Hello, first time I use this new forum.
I hope you can help me with this:
I am creating a grid with two for loops. Each new cell of the grid must appear 2 seconds after the previous cell, but all the grid is created instantly without that delay. You know why?
for (a=0 ;a<7 ;a+=1)
My partner and I are working on a tutorial for our prototype.
Right now we have little pictures and textboxes that show up as the player progresses, as kind of a guided tour. The issue is, these textboxes and pictures show up INSTANTLY as soon as a requirement is met. Everything happens too...