Another great tutoria! I combined both things you did with the roof, so now when I enter the shop you see the roof slowly becoming transparent and then the transition starts for the ShopRoom. I also decorated the mini room below the rooftop a bit, so now it looks like a minature version of the shop below the roof. Very satisfied with the effect it has. Amazing how much some simple stuff like the shop tutorial is able to teach me! Looking forward on how I can use that in further projects! Also only 5 more videos and then I am done! Every video has been amazing so far!
Loving the consistent content on this Shaun! It's really cool to see the progress and complexity you bring to the game. Definitely the best game making series ever XD
Could you PLEEASE do a tutorial on a management style game, basically only text boxes and options, similar to out of the park baseball without the animations, i want to make something but no idea how to even get started!
How would i stop the player from animating when going through the door. I've managed to set a trigger to make hSpeed and vSpeed equal 0 but the player keeps animating and moonwalking in place. any suggestions?
You can also do something more coplex. In Step event of instance that teleports you: /// @desc Cause a room transition if (instance_exists(oPlayer)) && (position_meeting(oPlayer.x, oPlayer.y, id)) { //+++++++++++++++++ //Here is the fix of running while in transition: with (oPlayer) { if (global.iLifted = noone) { sprite_index = sPlayer_idle; //your own sprite name for idle if NOT LIFTING } else { sprite_index = sPlayer_carryIdle; //your own sprite name for idle if LIFTING } image_index = CARDINAL_DIR; localFrame = 0; hSpeed = 0; vSpeed = 0; } //+++++++++++++++++ //Rest as in tutorial if (!instance_exists(oTransition)) && (oPlayer.state != PlayerStateDead) { global.targetRoom = targetRoom; global.targetX = targetX; global.targetY = targetY; global.targetDirection = oPlayer.direction; with (oPlayer) state = PlayerStateTransition; RoomTransition(TRANS_TYPE.SLIDE, targetRoom); //your own macro for whatever animation you are using for transition instance_destroy(); } }
Depends on how you want your input to go. You can have the player move the size of your grid every time he presses the move keys. This wouldn't work if you want to be able to hold down the movement keys. In that case you should do the normal movement and snap the player to a grid when he stops moving.
I have a problem with the transparent objects. My character is 16x16pixels and if I try to make a object which I want transparent when I step below or behind it, it only works if I'm standing on the top left 16x16 area. It won't work on the right 16 pixel nor the bottom 16 pixels, does anyone have idea how to fix this?
I'm starting to learn how to code like you and the other game developers it really brings me to inspiration very much
Another great tutoria!
I combined both things you did with the roof, so now when I enter the shop you see the roof slowly becoming transparent and then the transition starts for the ShopRoom.
I also decorated the mini room below the rooftop a bit, so now it looks like a minature version of the shop below the roof.
Very satisfied with the effect it has.
Amazing how much some simple stuff like the shop tutorial is able to teach me!
Looking forward on how I can use that in further projects!
Also only 5 more videos and then I am done! Every video has been amazing so far!
Took me 45 episodes but now i know how to place objects wherever i want on the grid :D
Loving the consistent content on this Shaun! It's really cool to see the progress and complexity you bring to the game. Definitely the best game making series ever XD
ЛУЧШИЙ! Всё всегда интересно и понятно, хоть я сам не знаю английский но благодаря Шону понемногу втягиваюсь. Спасибо!
++
Oh, I tought was the only one that hated the inherited rooms!!! so good to know we are aligned hehe
You are the greatest man alive, thank you for your service!
Oh no im going to be all caught up on the tutorial soon
Could you PLEEASE do a tutorial on a management style game, basically only text boxes and options, similar to out of the park baseball without the animations, i want to make something but no idea how to even get started!
Thanks shawn! Im gonna download this project after i just watched everything. Im gonna change all the sprites, music and sounds though. Much love!
Yeeees! Thank you so much, dear friend:3
would depth = obj_player.depth - 1; also work for a roof object?
Thank you, always!
How would i stop the player from animating when going through the door.
I've managed to set a trigger to make hSpeed and vSpeed equal 0
but the player keeps animating and moonwalking in place.
any suggestions?
in the room exit step
if (transitionStopMove == true)
{
with (oPlayer)
{
hSpeed = 0;
vSpeed = 0;
sprite_index = sPlayer;
}
}
You can also do something more coplex. In Step event of instance that teleports you:
/// @desc Cause a room transition
if (instance_exists(oPlayer)) && (position_meeting(oPlayer.x, oPlayer.y, id))
{
//+++++++++++++++++
//Here is the fix of running while in transition:
with (oPlayer)
{
if (global.iLifted = noone)
{
sprite_index = sPlayer_idle; //your own sprite name for idle if NOT LIFTING
}
else
{
sprite_index = sPlayer_carryIdle; //your own sprite name for idle if LIFTING
}
image_index = CARDINAL_DIR;
localFrame = 0;
hSpeed = 0;
vSpeed = 0;
}
//+++++++++++++++++
//Rest as in tutorial
if (!instance_exists(oTransition)) && (oPlayer.state != PlayerStateDead)
{
global.targetRoom = targetRoom;
global.targetX = targetX;
global.targetY = targetY;
global.targetDirection = oPlayer.direction;
with (oPlayer) state = PlayerStateTransition;
RoomTransition(TRANS_TYPE.SLIDE, targetRoom); //your own macro for whatever animation you are using for transition
instance_destroy();
}
}
How would you be able to grid align the movement of the character?
Depends on how you want your input to go. You can have the player move the size of your grid every time he presses the move keys. This wouldn't work if you want to be able to hold down the movement keys. In that case you should do the normal movement and snap the player to a grid when he stops moving.
I have a problem with the transparent objects. My character is 16x16pixels and if I try to make a object which I want transparent when I step below or behind it, it only works if I'm standing on the top left 16x16 area. It won't work on the right 16 pixel nor the bottom 16 pixels, does anyone have idea how to fix this?
I had set the collision mask poorly, it now works!
do you have any course on the udemy platform
nope
for a year!!!!!!!!!!!!!!
You are the best