haha, makes sense. I did always think the fluidity of the stick figures in this template felt professionally animated.Let me thiiiiiink.
Does Paul Robertson, one of the most well known pixel artist in the world, based his 2010 work for the adaptation of a movie/comic on the stick figure of a small asset for GMS released in 2018? I'd say no. Yeah, bold move, I know.
Just go Scripts -> Gameplay - CheckInputsTo Anyone else who owns this. Do you know how to code it so that you can have 2 controllers working at once as apposed to one using a keypad and one using a controller?
This will require a little bit of cleanup if you want to get rid of it all, but you can probably just deactivate it just by going in1.This is a bit of a random question but I don't want the enemy grab mechanic in the game right now. Is there any way to get rid of it without it breaking the "pick up" feature?
I just want to make it so that the player can't grab the enemy anymore, but everytime I delete code related to it, the character still manages to keep grabbing enemies.
Health bar are drawn automatically. Variables are "life" and "maxLife". You can simply increase "life" by some amount every step if it's not maxed, and the bar will be updated automatically.2. I'm also trying to make it so that the health bar continuously refills, if anyone could help me with that, it'd really help.
This code is all in oGame object. As you can see, the events are hardcoded (key press 1 and 2), but their behavior is simply creating player instances. Dying in this asset is simply calling instance_destroy on you.3. Where is the code that has the "press 1 or 2 to continue" when you die input as I want to change the key press to a gamepad press.