What are your thoughts on the newly introduced "move_and_collide()"? Does it fully replace old collision detection method with place_meeting() in your opinion?
It is one of the best additions to the engine. It pretty much reduces tons of code for all directions and you can use it for tilesets and instance collisions. I personally love it. Will is replace all collision codes? Nah, there are still things you need to do manually, but for basics topdown movement or a platformer it is a god send (so here, yes it replaces it and makes it more convenient).
Finally an undertale tutorial that actually teaches battle coding
Glad you found what you are looking for.
Love ya man! Keep up the work :)
Thanks for watching!
Videos code:
Create event:
hitTime = round(1.8 * 60);
hitTimer = hitTime;
Step event:
// time total for being hit/invulnerable
hitTimer--;
if(hitTimer < 0){
hitTimer = hitTime;
hitBlinkTimer = hitBlinkTime;
image_alpha = 1;
state = "idle";
}
#region collisions
var collInstance = collision_rectangle(bbox_left,bbox_top,bbox_right,bbox_bottom, obj_Enemy_Bullet_Parent, 0,0);
if(collInstance != noone and state == "idle"){
state = "hit";
}
#endregion
What are your thoughts on the newly introduced "move_and_collide()"? Does it fully replace old collision detection method with place_meeting() in your opinion?
It is one of the best additions to the engine. It pretty much reduces tons of code for all directions and you can use it for tilesets and instance collisions. I personally love it. Will is replace all collision codes? Nah, there are still things you need to do manually, but for basics topdown movement or a platformer it is a god send (so here, yes it replaces it and makes it more convenient).
@@1upIndieThanks, are there any use cases in a platformer that it won't support fully?
Thanks for the tutorial! another lesson!!
Ya welcome!
Can't wait for the next tutorial 😢