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Game maker studio platformer
Game maker studio platformer










  1. #GAME MAKER STUDIO PLATFORMER HOW TO#
  2. #GAME MAKER STUDIO PLATFORMER UPDATE#
  3. #GAME MAKER STUDIO PLATFORMER CODE#

These actions will be executed only once. } playerStateAir // Player just entered this state. If we intentionally jump with X key, let's change state We're not on ground so let's change state to air playerStateGround // Player just entered this state. We will expand these states and add many other interesting things inside these scripts.

#GAME MAKER STUDIO PLATFORMER CODE#

Unless you code the player states for ground and air, your character won’t be able to do much, so here they are. This is because you’d probably want different physics for ground and air movements. Please note that in a decently coded project, you’d manage the horizontal speed in the states themselves and not in the step event like I did in this example. State_timer = state_is_new ? 0 : state_timer + 1 State_is_new = _state_current != state_current

  • Finally we run the move_and_collide script which will take those manipulated xvel and yvel speeds and move the player accordingly while managing collisions.
  • Apply some arbitrary speed to the xvel and flip the sprite accordingly (or stop the player from moving if no input is detected).
  • In the step event of the player we do 4 things In the create event we setup some variables for movement (and a very basic state machine which we’ll expand in later posts). Because of this distinction, we’re able to let objects go a little bit “inside” slopes. It’s important to note that we’re targeting oWall with bounding box collision checks (a collision_line would have provided the same result but I read somewhere it’s slower than a collision_rectangle) while we’re targeting oSlope with a collision_point, centered in the origin (still using the bounding box for vertical point positioning though, just in case you use different bounding box sizes). Return collision_point(x, bbox_bottom + 1, oSlope, true, true) Return collision_rectangle(bbox_left, bbox_bottom + 1, bbox_right, bbox_bottom + 1, oWall, false, true) return the colliding slope instance or noone if none return instance_id of the colliding instance or noone if none found In the future, it will signal us even when the player is standing on a jump-though platform. It relies on two other scripts to return the colliding instance below (or noone if none found). It’s a simple script but you can already tell it’s doing a lot of things for us. return instance_id of the colliding ground object or noone if not colliding For this reason we code a on_ground script like this one. Because of that, we need a way to tell if an object is on the ground be it on an oWall or a oSlope.

    #GAME MAKER STUDIO PLATFORMER HOW TO#

    You need to know how to behave based on the answer to this question so it’s essential to get this script right. This question needs answering in a lot of different contexts. Coding the Engine Is the object on the ground? This new system lets the objects go a little “inside” the slopes and it doesn’t look that weird anymore. In the next articles we’ll build upon this and add enemies, hazards and other engine features. Starting from basic movement and collision code with slopes, we’ll build up the player object with rudimentary state machines.

  • other neat features such as smooth sub-pixel movement.
  • It’s mainly for low resolution games but it can be tweaked to either simulate fluid, hi-res movement or to accomodate optimized collision code for hi-res games. In this series, we’ll see how to code a platformer engine in GameMaker Studio 2. From there you could refactor and clean the code a bit to suit your taste, I guess.

    #GAME MAKER STUDIO PLATFORMER UPDATE#

    Unfortunately I’m unable to update the series for the foreseeable future, but downloading and importing the final project inside the new IDE should trigger the conversion. It doesn’t take advantage of functions, chained accessors, structs and other new features of GML/GMS2.3+ IDE. The following article is for pre 2.3 versions of GameMaker Studio 2. Some adjustments required for GameMaker Studio 2.3












    Game maker studio platformer