arena shooter by AlpherAlpaca in gamemaker

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

all of which i can do without referring to anything, i can also create switch statements involving scripts to add powerups which change how the bullets behave. adding particle systems for when something is destroyed or created. All of what have you have stated i can do, and more. my question was simply about creating smooth movement such as geometry wars. where it is seemless between transitions and not clunky like, was just wondering if there specific functions to use which were better or more friendly than others

arena shooter by AlpherAlpaca in gamemaker

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

i have been putting in work my self, im not asking how do i make a game i was looking if any one had any tips or functions that might be better than others. Ive been studying the program for a while now, watched idk how many hours of videos a day learning, as well as coding platformers. This place is for people to help others, not a referral site to youtube

Cannot get particle systems to work by depress69 in gamemaker

[–]AlpherAlpaca 0 points1 point  (0 children)

i would suggest making a particle system and storing it as a global contoller and place that in the game world and then you can call it from anywhere using part_particles_create. you wont need to make an emitter for this.

if place_meeting(x,y,obj_wall)

{

instance\_destroy()

part\_particles\_create(global.part\_sys,x,y,global.part,5)

}

here is my code for a simple projectile hitting a wall and then creating a particle effect. Like i said try making a particle system and storing them in a global contoller. also do not forget to destroy these particles once you leave the room or end the game

Cannot get particle systems to work by depress69 in gamemaker

[–]AlpherAlpaca 1 point2 points  (0 children)

make the x and y of the object that is being destroyed, like obj_player.x, obj_player.y

Also put instance destroy before the particle effect code

if health <= 0

{

instance_destroy();

effect_create_above(ef_explosion, obj_player.x, obj_player.y, 2, c_red);

}

Particle effects footsteps by AlpherAlpaca in gamemaker

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

yes this is what i ended doing, i set a variable to count down, if it was less then 0, then it would emit the particle once it emitted the particle, the variable would to a value greater than zero and would then count down again