WebOur school blocks Reddit and tons of GMS tutorials on YouTube so I'm kind of out of luck here. I'm making a Top Down Shooter in GMS2, but still haven't been able to get collisions working. So far, my movement code looks like this: var move_h = key_right - key_left; var move_v = key_down - key_up; hsp = move_h * walksp; vsp = move_v * walksp; x ... WebOct 21, 2024 · ok im having trouble with object > Tile collision in GM2. The player goes too far into the tile, once he walks into one, you can move out the opposite way but cant move up or down because hes a few pixels into the collision tile. I have a room, and it has a tileset layer called collision. in... Tofu Heavy Industries Thread Jul 2, 2024 Replies: 3
Player Stuck In Wall {SOLVED} :: GameMaker: Studio General Discussions
WebWell it depends on what the conditions are...basically you have collision functions like place_meeting, place_free etc. that run collision checking, and some of those functions, specifically instance_place, doesn't return true or false but the instance ID that your object collided with if the condition is collision dependent that can be added into the step event … WebOct 18, 2024 · Go figure. While the base concept was simple (a single script to add for pixel-perfect movement and solid collision, sort of a modern Piecyk platformer engine), it … fight pass promotional trial offer
I got fed up with GMS2
WebAug 13, 2016 · #2 SNSHunter Aug 13, 2016 @ 1:57pm yeah, the solution to this is to simply set the objects sprite to a collision box or circle you make and then draw the sprite you want in the draw event. Anytime you have a moving object with a collision mask that changes you can run into a lot of issues. #3 Velma Aug 13, 2016 @ 2:13pm WebWhat I would do is make a sprite that has no collision mask (just an empty sprite with an automatically set bounding box) and set the mask index to that: mask_index = spr_empty; _PathLight_ • 6 yr. ago. "Empty" sprites still have a collision mask because game maker does not determine the mask based off of color but the size of the sprite ... WebPhysics collision system for a Large room (10k x 10k) with over 28k collision tiles. Distance checkers (full dots) wake up nearby collision tiles (red -> blue) which measure player distance and spawn physics colliders (white) in and out. fight pass prelims