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Game maker moving platforms example

2022.01.14 16:42


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I introduce a couple of new variables here for clarity purposes. Also open the oPlayer object and slightly alter the movement lines in the step event to accommodate these changes. Other than using the new variables , I decided to go with flooring, instead of rounding. It should work either way but I prefer to know we always round down the velocities.


Passing a direction, will automatically select the correct side to check. Also the obj parameter is optional. First of all create a new sprite sMoving maybe duplicate the wall and give it another color and assign it to a new object named oMoving. He can stand on them just like any other oWall. Spoiler alert: they do not collide with the player. Then open the begin step event and place the movement code inside it. This is the very same code we have inside the oPlayer object slightly altered to let the moving platforms invert their speed when colliding with walls.


Now, for the moving platforms to actually move we need to define an initial speed. We can do so in the room editor with the creation code. Creation code is code that is run after the create event for each instance.


Meaning that, as an instance is created, its create event runs, then its creation code runs and then GameMaker go on creating another instance and so on. This is a good place to override values initialized in the Create event.


If you run the game now, you end up with this. This is what might get some people confused. We need to define movement and collision detection specific for the moving platforms.


For instance, if every object defined a list of what if could collide with and what it could carry or push, those script could read the list and then behave accordingly. In these scripts we take into account collisions with oPlayer from the sides and from above. First is the horizontal movement. The idea is to return false whenever the platform encounters and unmovable obstacle such as walls or a stuck player.


The collision from the sides may return false in case the player cannot move at all e. Here is where you decide what to do in your game I just return false and let the platform reverse its speed but you might as well kill the player. The collision with the player standing on the platform , on the other hand, does not return anything. It will simply slide off its feet and continue its movement. The following script is for vertical movement instead.


If the platform is going upward, in case of player collision, we simply try to push it upward as well. No big deal. As usual we return false if the player is stuck or you might kill it. Note: this is where the macOS crashes. Here comes what might confuse someone.


The old version of this example is still available as a Game Maker 8 download, but it is not the same as the updated examples for Studio. Two models are used, the first and smaller for coloring, and the second and larger as the outline, with normals reversed. Add-on for: blender 2. You can toggle different render modes and view your models from all angles.


Download for: Windows Download. Particles: Fireworks I noticed that I didn't have my old fireworks demo posted anywhere here, so I decided to create a modern version in GameMaker: Studio and give it a new release. This example uses the built-in particle system to generate stars, smoke, and of course, the fireworks. The land and sky are also created when the demo launches, which means that there are no external assets necessary. Particles: Realistic Fire Effect A quick tutorial on how to create a realistic fire effect using GameMaker's built-in particle system and some home-made sprites.


Most of the emphasis is on writing GML to setup and control the particle system, but I've also included a little information about how to create the custom sprites, as well as a set of example files.


The visuals were inspired by the Outta Space wallpapers by Philipp Antoni. This tutorial assumes you are already capable of creating a platform game. A tutorial on how to create a platform game can be found on the Game Maker Website. With a horizontal moving platform the trick is to check the speed of the platform below you and adjust your speed to it.


First you need to check whether you are standing on ground:. Then you need to add a check whether you are standing on a moving platform:. Even if the origin of the image is set to a different position.


So the x coordinate will be at the middle of the image.