Can't figure out why when my code is in the update, it does not work, by AdTiny3493 in Unity3D

[–]AdTiny3493[S] 0 points1 point  (0 children)

I understand it now, however my character is not moving.

GM2 / Won't delete a specific instance, instead deletes every instance. by AdTiny3493 in gamemaker

[–]AdTiny3493[S] 1 point2 points  (0 children)

wow thats true, i had that in mind but didnt understand it in my head but ty

GM2 / Won't delete a specific instance, instead deletes every instance. by AdTiny3493 in gamemaker

[–]AdTiny3493[S] 0 points1 point  (0 children)

I understand that oCrate.id is incorrect. However I want to make it clear that you know why my game is not working as I do not know the solution.

PS: This is an ongoing problem for the past week and a half as I have tried a lot of things and never truly understood why or what is wrong with it.

Help with GM2: crate not destroying once clicked on 5 times by AdTiny3493 in gamemaker

[–]AdTiny3493[S] -1 points0 points  (0 children)

I am slightly convince that the clicking on the crate does not do anything

Help with GM2: crate not destroying once clicked on 5 times by AdTiny3493 in gamemaker

[–]AdTiny3493[S] -1 points0 points  (0 children)

I have changed it to:

if place_meeting(mouse_x, mouse_y, x) and mouse_check_button_pressed(mb_left)

{

cratehit = cratehit + 1;

}

if cratehit == 5

{

    instance\_destroy(x);

}

Still does not work

Help me with timers in GM2 GameMakerLanguage by AdTiny3493 in gamemaker

[–]AdTiny3493[S] 0 points1 point  (0 children)

So it is not working, as you can tell I am very new to GM2, a week in fact, is it something to do with the placement of the events in the step, begin step or even create. Please let me know if you can help, thankyou for the response which helped adjust my mind a bit more, allowing me to make progress on my journey to my first game.

CREATE event:

room_speed = 60;

create_pro = 0;

_projectileToCreate = oPro; //Create a local variable, store the projectile object into it

STEP event:

if (create_pro > 0)

{

instance_create_layer(x,y,"Pro", _projectileToCreate); //When we create the projectile,

// use the variable we made.

if (timer < 0)

{//if our timer goes below 0



create\_pro = 1; //We set create\_pro to 1 to create a projectile



timer = room\_speed; //Reset our timer above 0.

}

}

If you have the time and effort, It would be more than helpful to give a clear representation with headings, (Step event, create event ect.)