@@1upIndie "En game dev, on dit souvent 'plus c’est ambitieux, plus c’est génial'... mais au final, on finit avec un jeu où le menu principal est plus complet que le gameplay. 😅"
That is planned for the future, yes. I will be doing some inventory video with structs etc. since the old methods are a bit rusty and nobody did an update so far.
Will wotk through this later, but will you cover how to stop changes of movement when jumping? So a sprites movement is locked left or right, and the player has to commit to the direction they started with?
Not sure what you mean by "stop changes of movement". Are you refering to commit jumps where you jump and lose control in that state (Castlevania Snes/Nes)?
@@DanteCorwyn Hm, so you could do it to block the input while in jump state. I tried it and it does work. Next video in this series will cover that, so you can see it. Not sure though it is universally good enough. Hm, that is a special case though. You know what I make a short video on that now.
If anyone finds that the player sprite seems to move one pixel up when moved against a wall sprite, check your settings, for Collision Compatibility Mode, and see if toggling that fixes it.
The best content creator for GMS!
One day yes, but for now I sit at place 12th or so.
YES! Finally! Been waiting for a short tutorial series to help me learn how to use GameMaker.
Glad to hear I can help a fellow developer out. If you got any ideas what you like to see for beginners/intermediates let me know
Code for the player object:
Create event:
move_x = 0;
move_y = 0;
move_speed = 3;
Step event:
move_x = keyboard_check(vk_right) - keyboard_check(vk_left);
move_x *= move_speed;
move_and_collide( move_x, 0, obj_Wall_Parent, 4, 0,0, -1, -1 );
if(move_x != 0){ image_xscale = sign(move_x); }
if(move_x != 0){ sprite_index = spr_Walk; }
else { sprite_index = spr_Idle; }
Thanks 1up for not using background music. I just can't stand those music loops haha. merci!
Je vous en prie (google translate magic, I just know from school Je veux un chambre)! Well, you got your wish :D
@@1upIndie "En game dev, on dit souvent 'plus c’est ambitieux, plus c’est génial'... mais au final, on finit avec un jeu où le menu principal est plus complet que le gameplay. 😅"
Awesome. ❤️
Thanks for watching!
amazing as always! - any change you could do some more advance struct stuff at some point eg data managements for stats, items and etc?
That is planned for the future, yes. I will be doing some inventory video with structs etc. since the old methods are a bit rusty and nobody did an update so far.
@1upIndie amazing 👏 I've been playing around with structs and constructors for a bit now and they are absolutely legendary 🙌
@@vosovoso5220 Yes, they are really great for GameMaker and we only had to wait 10 years for that :D
Moving platforms that are jump through and circular movement pleasee 🤜🤛
Uff, Sonic style circular? That maybe overkill, jump through is planned though.
Update: damn, your a long time sub, I take a closer look at that...
Will wotk through this later, but will you cover how to stop changes of movement when jumping? So a sprites movement is locked left or right, and the player has to commit to the direction they started with?
Not sure what you mean by "stop changes of movement". Are you refering to commit jumps where you jump and lose control in that state (Castlevania Snes/Nes)?
@@1upIndieyeah, like that. I've tried to implement it before but run into problems if someone tries to jump while flush against a block etc.
@@DanteCorwyn Hm, so you could do it to block the input while in jump state. I tried it and it does work. Next video in this series will cover that, so you can see it. Not sure though it is universally good enough. Hm, that is a special case though. You know what I make a short video on that now.
If anyone finds that the player sprite seems to move one pixel up when moved against a wall sprite, check your settings, for Collision Compatibility Mode, and see if toggling that fixes it.
What? Where you can set that?
@@1upIndie in the settings menu, Main Options, General, second from the bottom.
@@DanteCorwyn Just checked it out. I was not aware that it even existed, thanks!