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I’m trying to make a simple bumper car / kind of object and I want to tweak it's collisions.
For context; Top-down. Attempting with NO physics.
*Basically Pong logic.
So far this code works well:
How could I make it so that a head-on collision (or a collision with a very low...
I'm pretty much a GML noob and I'm trying to do a top down game. I can't find anything that makes collision to work without my player getting into the walls. My movement line of code is pretty much this:
movh=-keyboard_check(ord("A"))+keyboard_check(ord("D"))
if movh!=0
{
if movh>0 and...
hi! im working on a new project. i am used to doing platform type games but i wanted to try a top down game.
right now my character moves left, right, up, and down. i have like 4 lines of code for it.
here they are
if (keyboard_check(ord("A"))) x = x -1;
if (keyboard_check(ord("D"))) x = x +1...
I'm making a topdown shooter, and I keep getting this bug:
As you can see, the building which is supposed to be below the other building goes over it when changing rooms.
Is there a workaround to this, or a known fix?
I am trying to make a top down shooter where my character is facing in the direction of the cursor.
I coded in movement and added a collision event for the character and the wall object.
However, the player is able to collide with a wall then face the character in a way that its hitbox...
Hello there, I have a top down game where you can move objects around by bumping on them.
Now to prevent them from moving into walls or blocks I've made a Step Event
This is the code
// STEP //
var wall = instance_place(x,y,obj_block);
if wall != noone
{
var wd =...
Hello guys!
Any tips on how I can make collisions work with the following movement code? I'm moving the player with w,a,s,d, all relative to the mouse position. So if I press "W", the player moves towards the mouse pointer, and away if I press "S". "A" and "D" will make the player strafe...
So I'm working on a top-down shooter, and I used Shaun Spalding's tutorial on tile collisions to make my character collide with the tiles. Now I'm trying to make a gate that has the same sort of collision until a certain number of marked enemies are defeated, after which the gate is destroyed...
I spent 10 hours/day for 1 week to learn GMS2 and GML, I spend frustrating nights on collisions, paths .. it's working, but far from perfect, and I guess other people did the same before me and did awesome job
Now that I have an understanding of those concepts, I'd like to spend more time on...
Hello! I have 3 obgects that uses physics: dynamic block, tank body and tank gun which is body’s child object. When tank collides with block, the body moves in one diection and gun moves in different direction. So how can I make my gun push other objects but not to be pushed?
Hi! I'm trying to make a top-down shooter, but got stuck at the beginning (literally).
(the question is in the very end)
First, I wrote a super basic code for moving (in the step event):
///Player movement
var player_horizontalspeed = 0;
var player_verticalspeed = 0;
//Player input
if...
Hi!
I am making a little Top Down Shooter and I wanted to ask how to fix this?
Basically the enemy are just following the Player and rotate towards them but if the come to close togheter they clip into each other until it looks like it's only one enemy. (Like in the picture)
Thanks for your help!
GM Version: Should be universal
Target Platform: ALL
Download: N/A (all needed code is there)
Difficulty: Intermediate
Last Edited: 2018.08.10
Short version:
Rotation after dealing with movement collision. Classic while loop checking but this time rotate image_angle to previous position...
Hello everyone. I've recently started experimenting with this concept and I'm afraid I've hit a wall as I'm not familiar at all with this kind of coding. I'm trying to create a top down styled Resident Evil game (i.e. Tank controls) and I have not a single clue as to how to code in collisions...
Hi.I have poblem with top down collision
Here is code in collision event
a = point_direction(x, y, other.x, other.y); //Get the direction from the colliding object
xoff = lengthdir_x(1, a); //Get the offset vector
yoff = lengthdir_y(1, a);
//Move out of collision...