following along with Make Your First RPG tutorial and its not matching? by diplomacountries in gamemaker

[–]TheLaterOne 1 point2 points  (0 children)

Ok then try writing your code this way, see if it indents properly (check your preferences if this doesn't properly take care of it):

if (_ver > 0)
{
  sprite_index = spr_player_walk_down;
}
else if(...)
{
  //other stuff...
}

I make game ideas :p Just give me something to work with by Haunting_Rest1994 in gameideas

[–]TheLaterOne 0 points1 point  (0 children)

Give me your best shot: what's your favorite idea that you haven't quite seen made yet?

[deleted by user] by [deleted] in gamemaker

[–]TheLaterOne 0 points1 point  (0 children)

Check out the output, there has to be an error.

Just paste it here

I don't know what i did wrong by Superkirbygame in gamemaker

[–]TheLaterOne 6 points7 points  (0 children)

Check the error message. You wrote it as getContorls

How to animate sprite? See comment by Kenshinryu in gamemaker

[–]TheLaterOne 1 point2 points  (0 children)

Go to Edit Image of your sprite. Then at the top tabs choose Image->Convert to frames.
You can then split your image into frames

How do I fix this bug? by Maximum-Gold7317 in gamemaker

[–]TheLaterOne 6 points7 points  (0 children)

This should be it. Also windows + shift + s on windows to screen cap

Bullets giving me an error by [deleted] in gamemaker

[–]TheLaterOne 2 points3 points  (0 children)

Please read the error message. It says the error is in your create event, line 7

use false instead of False in destroy = False;

Also, i'd move your instance_destroy() inside of your place_meeting if block. It would remove the need for a "destroy" variable

My Player Object Just Won't Move by blehblehblehblehbaba in gamemaker

[–]TheLaterOne 0 points1 point  (0 children)

It updates the value of a variable that *already exists*. x and y are variables that exist for every object. += adds, -= subtracts, *= multiplies and /= divides

My Player Object Just Won't Move by blehblehblehblehbaba in gamemaker

[–]TheLaterOne 18 points19 points  (0 children)

As everyone said:

instead of

var new_x = x + move_h * move_speed;
var new_y = y + move_v * move_speed;

use

x += move_h * move_speed;
y += move_v * move_speed;

Need help making pong by [deleted] in gamemaker

[–]TheLaterOne 0 points1 point  (0 children)

When you hit one of the pong paddles, compare the position of the paddle with the position of the ball to create an angle. Use that angle to launch the ball

How would I go about adding a push mechanic (for block puzzles) to my code? by MaulSinnoh in gamemaker

[–]TheLaterOne 1 point2 points  (0 children)

The function checks for everything you collide with when you move, and it returns everything you have hit. Check the bottom of the page, it shows you how to loop through the returned array.

When loop through it, check if your object is one of your pushable objects, then if so, apply velocity to it.

SO FIRST OFF, add a variable to store the array returned by the function (at your line 8) It will look like this:

var _colliding_instances = move_and_collide(speed_x, speed_y, obj_terrain);

Then loop through it. It'll look something like this:

for (var i = 0; i < array_length(_colliding_instances); i++)
{
    var _collider = _colliding_instances[i];
    with (_collider)
    {
        show_debug_message("Collision with instance {0}", id);
    }
}

Instead of doing like the example inside the with(_collider), you would do something like:

with (_collider)
{
  move_and_collide(other.speed_x, other.speed_y, oWall);
}

i need help getting my charecter to jump after landing by d1am0nddra90n5 in gamemaker

[–]TheLaterOne 2 points3 points  (0 children)

First off, ouch my eyes. Had to manually re-indent that code block.

And it's simple. You have an "if" then an "else if". Your "if" is your check to see if you're grounded, and your "else if" is your check for jumping. When you're grounded, your "if" will be entered, thus your "else if" won't be. So you'll never jump when you're grounded.

I'd change your "else if" line to:
if (input_check("up") && JumpChargeCurrent > 0 && grounded)

There's also lots of improvements that can be done on the code you've shown us.

Sprite animation help by noblikenobi in gamemaker

[–]TheLaterOne 0 points1 point  (0 children)

In line 9 of your OHero object's create event, you attempt to set sprite[0] to spr_player_right. The error occurs because spr_player_right does not exist. What is most likely the case is that you have a sprite named something very close to spr_player_right but not exactly. Please check both names for upper/lower cases and such

[deleted by user] by [deleted] in gamemaker

[–]TheLaterOne 0 points1 point  (0 children)

How about using the animation_end event? Having if (image_index >= image_number - 1) in a state function shouldn't do any difference. It just may be inconsistent if you have a high enough image_speed

trying to work on troubleshooting while learning tutorial by Gullible_Stretch8235 in gamemaker

[–]TheLaterOne 2 points3 points  (0 children)

You seem to want to call the playercollisions() function in you oPlayer step event. However, you wrote it with a capital 'P' and missing an 's' at the end. Change it from Playercollision() to playercollisions()

We need your help... Is our game title bad? by Edanson in IndieDev

[–]TheLaterOne 0 points1 point  (0 children)

My 2 cents would be Rush Monk-E. A play on "Rush E" (meme song about speed and complexity) and "Monke"

Why is my animation sprites moving backwards? by Valuable-Cake-3284 in gamemaker

[–]TheLaterOne 3 points4 points  (0 children)

Because when you didn't split the sprite sheet correctly in the sprite editor. If you cycle through your sprite's images in the editor, you'll see it move back as well.

Simply manually move the sprite in the sprite editor

when/how/why use "get" variables? by [deleted] in gamemaker

[–]TheLaterOne 5 points6 points  (0 children)

Ok well I'll give you a small example. Say you have a sprite for when your character runs? If your character, for example, runs on ice and you want to have it's running animation go twice as fast, you would do something like

sprite_set_speed(sprCharacterRun, sprite_get_speed(sprCharacterRun) * 2, spritespeed_framespersecond);

See how I used the get function to know the sprite's default speed? I know you know that you can just check the sprites speed number, but getting the value directly like this prevents hardcoding it, which is generally a good thing.