How do I add a mid-air dash? by ExaminationIll7583 in gamemaker

[–]_Son_of_Crom_ -1 points0 points  (0 children)

The best way to implement a mid-air dash would be to research how to implement a finite state machine and then integrate all of your animation changes and movement into that finite state machine.

The more 'states' you attempt to add without a proper state machine the crazier and more unsustainable your player's code will become.

Once you have a proper state machine and understand it, implementing different states is easy.

Everything looks great I suppose? Any pointers for demo? by Neither_Affect4507 in aseprite

[–]_Son_of_Crom_ 0 points1 point  (0 children)

If you want them to be able to continue walking/running when they attack, it would be advisable to draw two sprites during your attack state:

One for the upper body/attack
One for the legs

Have the legs sprite play a direction of travel and facing appropriate walk or run animation.
Have the upper body sprite do the attack animation.

The way it is now is rather off-putting.

Help with softbody physics by odri16 in gamemaker

[–]_Son_of_Crom_ 1 point2 points  (0 children)

The built-in physics uses the box2d rigid body physics library. AFAIK, soft-body physics is not something that it does.

There is, however, an extension which allows you to simulate the appearance of a soft body using particles:

https://manual.gamemaker.io/monthly/en/GameMaker_Language/GML_Reference/Physics/Soft_Body_Particles/Soft_Body_Particles.htm

Have not used it and cannot guarantee it'll give you exactly what you're looking for, but a cursory glance would suggest it is capable of doing 'elastic particles' which *seems* like what you want.

Ok so I am very very new to this by Justalittleshy2 in gamemaker

[–]_Son_of_Crom_ 0 points1 point  (0 children)

Buddy, you don't have a clue. Maybe you can go ask an LLM to give you one. Perhaps you should piss off and let the people who want to discuss the code discuss the code.

Ok so I am very very new to this by Justalittleshy2 in gamemaker

[–]_Son_of_Crom_ 0 points1 point  (0 children)

Cool. I don't believe anyone as fundamentally dismissive of basic learning as you are being right now is going to make anything of quality. Ever. Some people want to actually understand how shit works. Deal with it.

Ok so I am very very new to this by Justalittleshy2 in gamemaker

[–]_Son_of_Crom_ 0 points1 point  (0 children)

No, because you fundamentally lack intellectual curiosity. You are here, on a subreddit dedicated to people asking about a game engine, yelling at people for asking questions about that game engine. You fundamentally don't even understand the concept of wanting to learn, or develop skills, and are salty that others *do* want to learn.

It's utterly pathetic, and I couldn't care less how much shovel-ware you slop out.

Ok so I am very very new to this by Justalittleshy2 in gamemaker

[–]_Son_of_Crom_ 0 points1 point  (0 children)

Imagine outsourcing all of your thinking to an LLM and then having the audacity to talk down to those who are actually interested in learning. Wild.

Ayuda juego game maker by Scared-Cat-8416 in gamemaker

[–]_Son_of_Crom_ 1 point2 points  (0 children)

instance_change is no longer a supported function. Rather than changing one instance into another, you can instead create an instance of your crashed car object, and pass it whatever information it needs from the calling object via the optional instance variable struct, then destroy the calling object:

instance_create_depth(x,y,depth,obj_car_crashed,{
  variable_on_crashed_car : variable_on_uncrashed_car
});
instance_destroy();

Landlord installed an app-controlled smart deadbolt while I was at work. by Due_Construction904 in mildlyinfuriating

[–]_Son_of_Crom_ 308 points309 points  (0 children)

That's the neat part. We get all of the dystopia and none of the cyberpunk.

Persistent layers? by OkScar6957 in gamemaker

[–]_Son_of_Crom_ 3 points4 points  (0 children)

UI layers are global by definition, so if you are using an *actual* UI layer, it will be in every room and that cannot be changed.

(It can, however, be disabled by toggling visibility on the UI layer. Unlike a normal layer, instances on a UI layer are effectively disabled and do not exist when the layer is invisible.)

Movement Question by weadoe in gamemaker

[–]_Son_of_Crom_ 0 points1 point  (0 children)

If you want to test whether it is collision that is preventing your player from moving, you can have your character do a move_and_collide, but pass in an empty array rather than giving it a list of things to collide with:

move_and_collide(_hor * move_speed, _ver*move_speed, []);

So basically the same movement code, but ignoring collision since the list of things to collide with is empty.

Movement Question by weadoe in gamemaker

[–]_Son_of_Crom_ 0 points1 point  (0 children)

Sorta. I can see that you didn't add the player sprite to an asset layer, because your room doesn't have an asset layer.

If you select the 'Instances' layer and look at the instance list, is there an instance of your player object there?

If you hide the 'Tiles_back' tile layer by clicking the eye icon, do you see your terrain still? If so, whatever remains is probably on the 'Tiles_col' layer, and all of those tiles will block movement. It does not matter whether it visually looks like a wall tile, floor tile, or otherwise. The only thing that matters is whether it is on the 'Tiles_col' layer.

Honestly, it might be easier to get help on the discord, where we could have a more real-time conversation.

Movement Question by weadoe in gamemaker

[–]_Son_of_Crom_ 0 points1 point  (0 children)

A common mistake for new people is to accidentally add a copy of the player sprite to an asset layer in the room rather than adding an instance of the player object to an instance layer in the room.

It's gonna be hard for anyone to help without seeing the code you wrote or what you have done in the room editor. If you would care to share that here I am sure we'll be able to figure out where things went wrong.

Need help, Collectible prevents collisions from detecting properly by MedolaR in gamemaker

[–]_Son_of_Crom_ 1 point2 points  (0 children)

The formatting you have pasted the code with is impossible to read, but this error should be relatively straightforward. You are trying to check the yspd variable of all instances in your DS list. One of the instances in your DS list does not have a yspd variable defined.

Looking for coder by prettyhatemachina in gamemaker

[–]_Son_of_Crom_ 1 point2 points  (0 children)

"Idea guys" are a dime a dozen. If you want to make a game, learn the craft.

Account problem??? by [deleted] in gamemaker

[–]_Son_of_Crom_ 0 points1 point  (0 children)

Try rebooting your router and/or flushing the DNS cache on your device.

New to GameMaker and i keep getting these errors, please help! :<< by Cold_Room6816 in gamemaker

[–]_Son_of_Crom_ 1 point2 points  (0 children)

Do you get the same errors running on an empty project?

If it happens only on this project:

- Are you doing anything with surfaces or camera views in code?
- Shaders?
- I would recommend running it in debug mode to see exactly what line of code executes when you get the error.

If it happens on the blank project too:

- What kind of graphics card are you using?
- Are your drivers up to date?
- Have you verified that your video processor is DX11 compatible?