Using Sequences to Make Complex Objects in GameMaker Studio 2

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  • Опубликовано: 8 фев 2025

Комментарии • 17

  • @gizmo1998
    @gizmo1998 Год назад +8

    I think another overlooked use for sequences if for more complex menus. I use them almost exclusively to do UI now since it makes life easier being able to actually see what the menu will look like in relation to the game without having to compile it every time to make slight adjustments. I love sequences. I wish they had more options like the rooms do and GM would just get rid of rooms and replace them with sequences instead. Hierarchy chaining is so powerful for things like this.

  • @prowokator
    @prowokator 2 года назад +10

    I've experiment with a similar system to create characters, and to make gear like sword or backpack move and follow animations of the character. Very powerful stuff.

  • @jugibur2117
    @jugibur2117 8 месяцев назад

    This is great to see, even it can be vey complex for a beginner. Thanks for sharing!

  • @karlstenator
    @karlstenator 2 года назад +3

    Spadey's my fav. 🏆 Wish I had time to GameMaker.

  • @Kam1423
    @Kam1423 2 года назад +2

    Game maker become easier than before Thx for a new way to do make game than just code all it xD

  • @no_name4247
    @no_name4247 2 года назад +4

    *Thx*

  • @RoleyVideos
    @RoleyVideos 2 года назад +3

    Looks like this might be useful, but I'll have to learn more about sequences first.

  • @BootziePootzie
    @BootziePootzie 2 года назад +1

    Hey! I saw your perlin noise generation video, and it was great! Do you think you’ll make a video on implementing that for top down terrain generation? I’ve tried recently and got the square diamond method working, but it’s limited. However, there isn’t much on perlin/simplex noise in gamemaker, so I’ve been stuck. Anyway, appreciate your videos!

  • @GrandHighGamer
    @GrandHighGamer 2 года назад +4

    Seems like there'd be issues if you creates multiple ships in a single event. Though you could, at a speed penalty, get around this by giving those sub-objects a 'notme = false' variable that you set with with(theobjects){notme = true;} create your ship then run with(theobjects{if(notme == false){my_ship = other.id;} notme = false;}, so that there's no reliance on a frame passing, you're setting the variables instantly.

    • @SamSpadeGameDev
      @SamSpadeGameDev  2 года назад +2

      It depends a bit on the order of events, i.e. when does the create event of the turret object fire. In my testing so long as the starting object was created in a different event it would work on the same frame, but it is dangerous to rely on undocumented behavior as it might not be consistent across all platforms or updates. However, in my actual game, I never create two of these on the same frame so I was okay with this. Roldy's suggestion in the post would be more flexible, but it relies on the fact that you can apparently insert data into the sequence struct (which I believe is also undocumented).
      Of course in a final bit of speculation, a YoYo staffer said that there were changes coming to sequences in the future that "that any property of an element in a sequence can be modified simply from GML." which could offer even better solutions.
      forum.yoyogames.com/index.php?threads/how-to-access-and-modify-text-track-in-a-sequence.94785/#post-569690

  • @cem_sanci
    @cem_sanci 2 года назад +3

    so, can we control thoose turrets, tell them to fire to an target, rotate or not to fire, etc?

    • @SamSpadeGameDev
      @SamSpadeGameDev  2 года назад +2

      Yes. While there are occasionally some hoops you have to jump through, so far at least everything I've wanted to do with objects I've been able to do with object and sequence pairs. It really is almost like the sequence is acting as a more powerful sprite.

  • @tdg_dev9429
    @tdg_dev9429 2 года назад +3

    Would it be possible to set the my_ship id to the nearest not me instance in the create event? I've done that before, but it was before I knew about using variable accessors and long before sequences were a thing.

    • @SamSpadeGameDev
      @SamSpadeGameDev  2 года назад +1

      That would work in a lot of cases, so long as you're not creating instances too close to each other.

  • @rorayroray7676
    @rorayroray7676 2 года назад +1

    Hey, How is this game going? i'm still hyped to play it on my phone!!!
    What is the new realease window?