Gms2 top down movement reddit. So, my character follows the mouse in image angle.

Gms2 top down movement reddit To avoid the step delay in diagonal movement, copy the intended movement part and put it behind the diagonal movement. This example if for a top down game, and allows 8 directional movement. If you want to re-create this, just make some movement code and paste this in for collisions. But then, how does the shadow of each object know to stay on the right position (on the ground)? I have released an open source top down racing engine that uses box2d physics for collisions and drifting. I have a parent character, than each character has that as their parent, with their own values for variables like movement speed and animation. hsp = (key\_right - key\_left); is setting the speed, but to add smooth movement we want to adding to the speed over time. I am using the latest GameMaker Studio 2. I've been doing well so far, but I'd like to give the gun recoil that physically pushes the player in the opposite direction they shoot, something like some of the guns in Cave Story. At what position in the room will GMS2 render the object? Hello there! I posted a question asking for some assistance with movement code a few days ago, and I definitely got it! Mad thanks to the people who helped me out with that. Not a 100% sure I understand your question. I don't know what game engine to use. In this video i will show how to make some perfect top down movement. The #1 Reddit source for news, information, and discussion about modern board games and board game culture. The first thing to know is that keyboard_check(ord("W")) will return a number, either 0 or 1. It just depends on what makes sense for your project. Do the same for gp_axislv to check up and down. obviously the PC build runs the best, so to see the full potential with random generated levels you can see that. Hi all. The player's spaceship has a cannon that rotates completely independently of its movement. As far as I can tell, there's very little (if any) change with the physics system between GMS1 and GMS2. How might I change sprite[1] and sprite[3] to remain the previously faced direction? If statement? Rethink the movement code? Thank you Mathematically they're the same, so it really boils down to what you feel like typing more often. I have a basic understanding of things in gms im trying to set up moving while also changing the sprite it uses right now i have it set up as Hello Reddit, I have a functional state machine for my player characters rn. There are probably a couple of ways to optimize your code though, but that's really specific to how your code is written. A and D define your horizontal direction (-1 0 +1) W and S define your vertical direction (same) With those you can use point_direction to get an angle you can the use with lengthdir function. (Same logic applies for yinput). For example by combining stuff in 1 sprite instead of drawing multiple sprites on top of each other if possible. For instance say I set an objects x value to 100. Its better to add or subtract (depending on from which side your collision is being checked) directly from the player's X location, so this would be: If your framerate changes your number of steps per second also changes. Sep 20, 2022 · Most top down movement code I have ever seem moves the player around based on the input. So instead of having a CanMove variable in my State struct and then having my player’s Step event check CurrentState. You can rotate the character with your mouse: point_direction(x,y, mouse_x,mouse_y). Hello! Apologies beforehand is sounding like a beginner trying to make difficult things, only way to learn :) I am making a prototype for a top-down shooter with deck building as a weapon/ability system. This thread shows what I want to do. This includes things such as vector movement, acceleration, and friction, which removes This subreddit is dedicated to providing programmer support for the game development platform, GameMaker Studio. Hey all! Just a quick question on how GameMaker (specifically GMS2) handles rendering a decimal position value. So as an excuse to play around with some of the new features in the GMS 2. This type of top down prototype was what led to me working on my own game, Keepers of Pyrite. I have looked around a lot of forums, the official help and documentation, but nothing seems to reference my problem (they are mostly about camera movement when the cursor touches the edges of the screen). Using a few surfaces shouldn't cause massive performance issues. sprite[3] = Sprite_left;//faces left when just going down It does work if I am holding left or right while going up or down, but if I am going just up or down, the sprite does not remain the faced direction. It also has a race placings system similar to MicroMachines. 5 and y value to 200. I'd recommend starting with that video if you want to learn the non-physics way and then check back in when you're ready to do the knockback portion after your movement and collisions are ready. Your code allows for diagonal movement, the title of the post states "4-Direction Movement. Not sure what you guys think point direction does. I was pointed in the direction of some amazing top down movement code, and it works great. When I search for tutorials, I mostly find one that is meant for a version of gms2 from like 4 years ago. For the sake of anyone reading this far in the future that has yet to be, here is how I solved this issue with google and comments below. Movement in 3D is basically just movement in 2D, but with a z-axis. That helped me understand the basics of how game logic worked: how teleporting 4 pixels was the same as moving, how gravity worked, etc. Here's a longer example, you're pretty much on track in that we do need accelarate, decelerate (friction) and max speed variables This subreddit is dedicated to providing programmer support for the game development platform, GameMaker Studio. My problem is a simple one, I think -- I'm still a beginner. Off the top of my head, I don't know which algorithm would be better for a grid based path checking. But then, how does the shadow of each object know to stay on the right position (on the ground)? In this video i will show how to make some perfect top down movement. mp_grid allows you to set a grid of cells that you can or cannot go through. For reference, I update a little over a dozen surfaces per frame (all kinds of sizes, but most 480x270) and the game still runs well (200+ fps) on a non-gaming laptop with poor integrated graphics (intel hd 620). I'm working on a top-down RPG in GMS2 and I'm having issues with my player animation flickering between different animations when moving on a diagonal. Instead of using mp_grid_add_instances that allows you to fill the grid in one go based on instances of some object in the room, you could use two for loops and add cells one by one with mp_grid_add_cell based on the tile placed at the corresponding coordinates. When GMS 2 became free I downloaded it and tried making some games but the way the coding works now makes no sense to me and online tutorials are no help. In my current top down game just doing standard image_angle rotations never looks as clean as that. You need to setup how high the player can climb before the wall is treated as a wall. Anyway, sorry, here's the actual interesting part. Hope it helps someone get closer to their goal. I'm working on an update to my top-down space shooter, Space Survivor. GameMaker Studio is designed to make developing games fun and easy. 0,0 would be the top left of the room, and is entirely different. gp_axislh)>0. feel free to ask any questions. Considering movement I think this is not very helpful, because I need to put any direction into another event The official subreddit for the Godot Engine. So for example, if you don't scale movement to timing, then it will slow down when the frame rate slows down. It's a couch coop 4 player top down action game, so sharing some knowledge on this genre, via a tutorial, seemed like a good fit. This subreddit is not designed for promoting your content and is instead focused on I'm currently planning on making a cool 2D Top Down RPG Game with a Retro 8-Bit Style. yinput = keyboard_check(vk_down) - keyboard_check(vk_up) So take the xinput for example, without pressing anything it will equal to 0, because with nothing pressed, both functions will be 0 and 0-0=0. The player can also bounce off of walls. " Like in older RPGs, you can press RIGHT and then DOWN and your character should go down, release DOWN and your character should continue to move RIGHT as long as you haven't released that button. Meet your fellow game developers as well as engine contributors, stay up to date on Godot news, and share your projects and resources with each other. If your top down game is using the mouse for aiming, make sure to replace xx and yy with mouse_x and mouse_y respectively. I'm really struggling with my top down movement and collision. /r/GameDesign is not a subreddit about general game development, nor is it a programming subreddit. Here is what my current overview looks like: Book 1 - Basics Chapter 0 - Resources Chapter 1 - Variables Chapter 2 - Operations Chapter 3 - Events Chapter 4 - Functions Chapter 5 - Conditionals Chapter 6 - Loops Chapter 7 - Arrays Chapter 8 - Data Structures Chapter 9 - Preventing Memory Leaks Chapter 10 - Scripts Chapter 11 Ok, so I'm trying to add moving platforms to my game. CanMove before running my movement code, create structs with Step methods for each state and simply don’t include any movement code for states where the player can’t move. The Step Event: // Speed and acceleration: spd = min(spd+acc,max_spd)… View community ranking In the Top 1% of largest communities on Reddit Unity 2D Top Down Movement Tutorial! comment sorted by Best Top New Controversial Q&A Add a Comment Here is my code for slope movement. How would one do that in a top down game where you are not exactly sure where the ground is? My first thought was to just say how long must each debris object be falling for it to decide it's time to bounce back up and then do this a few times. Note this is simple movement animation based on key-press/hold with 8 walking frames (2 up, 2 down, 2 left, 2 right) and 1 static frame for not moving. (So that the diagonal movement block is sandwiched between two intended movement blocks. Actually I'd put any keyboard checking into the step event, but there are those predefined key down/pressed/up events, which are probably for this purpose. I started with the basic tutorials (this was GM5) using drag n drop: A top down driving game, a top down scrolling shooter, a top down maze game, and a simple platformer. Definitely gonna spend some more time with the KidsCanCode stuff. I've switched from GMS2, basically. Then try to walk into the top of a round object, then into the bottom. Version: GMS: Professional I would like some help with GML. The state machine is from the parent object, so that calling it will work with any character. So check for X-collision, if no collision update X movement, check for Y-Collision, if no collision update Y movement. Alternatively, some people just set game speed to 9999 and rely on delta time exclusively, but I personally don't think this is really best practice. My hope is to have scrolling battle maps where a solid HUD at the bottom displays the deck, cu sorry if this is in the wrong spot to ask im new to gms2, as well as using reddit so forgive me if dont know exactly where to post this. Instead of moving left/right, then assessing if the wall ahead is a slope, this method pushes the player first up (based on climb height), move left/right, then down twice the climb height. com) comes in. If you leave the track or try to make a shortcut you get teleported back to the track (it uses paths to achieve this). . Repeat for up, down, left. The white guy is the player, and the blue guy is the enemy. Every project requires its own unique minspec target based on a variety of factors, but if your 2D lighting system is too expensive to run on a flagship smartphone from 2014, you're What if you want the menu to rush in from the side, and slow down as it reaches the middle of the screen? Or have objects that fall from the sky and accelerate towards the bottom of the screen? That's where bias (gmlscripts. I'd say if you're going for omnidirectional movement you should use speed and direction so you don't have to type out sines and cosines until your fingers bleed, while if you're going for x/y restricted movement you should use xspeed and yspeed so you can avoid the opposite. As for slowing down movement, you can divide your xx and yy by a larger number or try subtracting a number. Sure it could be just rotations, but the clean lines and even the hammer being clear all the time still makes me think they are manually drawing the frames. max_player_speed = 4; min_player_speed = 0; player_speed = 2; Do the same for gp_axislv to check up and down. If I do x -= 2 it goes on the x axis of the room, what I want to do, is to go on the left (x axis) of the player according to its angle and orientation. I need the enemy to follow the player (obj_red_warrior) when he's in a certain range, and path find around the walls (obj_wall). My remedial understanding of the issue is that when we use delta timing (without the physics engine), we have to use different math that can accommodate for a variable frame rate and keep things consistent - but, if we want to add the physics engine into the mix we don't necessarily have This subreddit is dedicated to providing programmer support for the game development platform, GameMaker Studio. What's happening is that when place_meeting detects a wall, you turn off the player's speed. Notice you'll need two variables for left and right facing stairs, since the character will need to go up or down based on the direction of the slope of the stairs. Once you get that system down, you can manipulate your speeds hsp/vsp to create a knockback effect and let your collision code handle what happens next. Create: A subreddit for a faction in the "Warhammer 40k" universe. Hey, I am just seperating the movement from my player object to a general input object and wonder, which event I should choose. If right is pressed, it’ll be 1-0=1, and left pressed will be 0-1=-1. GMS: Random Enemy Movement Script (Arcade Top-Down Maze Game) So, I'm making a game like old arcade games, and I want the enemies to move like Clyde from Pac-Man (He only moves up, down, left, and right) in the way that he moves about the map randomly, changing directions at any moment, but not spinning in circles. For topics related to the design of games for interactive entertainment systems - video games, board games, tabletop RPGs, or any other type. This will fix your problem and no diagonal collision check will be necessary. Coders can take advantage of its built in scripting language, "GML" to design and create fully-featured, professional grade games. ) You could also replace the collision code with this: Of course it was mobile so that is generally way slower then pc + it was 4 years ago when devices where slower. Also included is code to stop the diagonal speed boost you get from, for example, holding down the left and forward buttons at once. The subreddit covers various game development aspects, including programming, design, writing, art, game jams, postmortems, and marketing. if there is no work around, how can I make the axis inputs act 4-directional? I want old-school top down movement. 3 beta, I made a random dungeon generator. Here are the new GameMaker programming concepts that are introduced in this third walk through. Thus, assuming you already know how to get a character moving around in 2D, doing it in 3D is just that, plus figuring out what your height (or z-value) ought to be. Its great because if eliminates the problem of if you are moving to a corner so holding W and D for example you move faster, with this the player still moves at the same speed. This subreddit is dedicated to providing programmer support for the game development platform, GameMaker Studio. It serves as a hub for game creators to discuss and share their insights, experiences, and expertise in the industry. If you have every played Pokemon mystery dungeon, I'm trying to make the movement be just like that. It's late. So far, my movement code looks like this: var move_h = key_right - key_left; var move_v = key_down - key_up; hsp = move_h * walksp; vsp = move_v * walksp; x This is the movement I use for all of my top down movement stuff. You try to cut down the amount off stuff that you draw. The bullet spawn point is at the tip of the gun, while the origin is in the middle of players head. I have released an open source top down racing engine that uses box2d physics for collisions and drifting. Where am I going wrong? How can I make it so I push under an object and not just over one. If you want the code to be ran less frequently, place it in an alarm event that you can call at whatever rate you need. /r/Necrontyr's main purpose is to create a place where Necron lovers can gather and discuss fluff, table-top strategy, and show new players how to begin their journey as a Necron Overlord. I'm making a Top Down Shooter in GMS2, but still haven't been able to get collisions working. Bias pushes numbers towards or away from 0 and 1 based on a value between 0 and 1. If using the gamepad, replace the point_direction line with the following: If the player's aim is based on movement, then replace the point_direction line with the following: mdirection = point_direction(0, 0, move_x, move_y); The following programming concepts are raised in the Top Down Shooter walk through. On top of that it's also important to add friction to ensure you slow down afterwards. Also notice that I made the X movement a bit slower when climbing stairs versus regular walking, this will make sure the character doesn't move faster when taking the stairs. Is there any elegant to have non-floaty movement without cranking up the friction to unreasonable amounts? - ground-check: Normally, you would check if the player touches ground (for the purpose of jumping/ground attacks/resetting double jump) in the same part of code where it checks for ground collision. Oct 15, 2018 · Your code allows for diagonal movement, the title of the post states "4-Direction Movement. I'll include an example of setting up _set_hspeed and _set_vspeed, so that it is clearer what their intended purpose is supposed to be. Your own development PC should probably not be the standard. This includes things such as vector movement, acceleration, and friction, which removes Sure it could be just rotations, but the clean lines and even the hammer being clear all the time still makes me think they are manually drawing the frames. I've delved into z-axis tutorials and am pretty joyed to have gotten movement down, but have failed time and again to craft anything close to captain commando or streets of rage. Which engine should I use? Unity, GMS2, Godot or a completely different one. The reason I have done this is because my actual planning view still remains a top down 2d view, this makes calculating collisions and movement very straightforward as everything can be bound to the same coordinate conversions back and forth from standard to Isometric. objTiming. So we can use this xinput to apply movement. But on what hardware? That's the question. 5, then do the code for going right. I have one little object which I use to solve all that. This is a good first step, you'll still want to make some changes because this won't allow any check for collisions. Join our community! Come discuss games like Codenames, Wingspan, Terra Mystica, and all your other favorite games! Nothing beats testing on real hardware here, but if you don't have a lot of devices to test on, you can also stress test your PC with benchmarks to intentionally slow it down while running your game. Maybe a master State struct with a child CanMove Hello! I'm having some issues with the movement code I wrote for projectiles. Consider this a top down demo of what you can do in GM 2. Jul 22, 2022 · The versatile and easy to use top down collision system! Easy to use; Move any direction at any speed; Control motion with Speed and Direction or X Speed and Y Speed; Flexible system supports object collisions, tile collisions, and more; Configure objects to slide around corners; Always whole number coordinates for objects; Never get stuck in a However, I don't know how to achieve that kind of movement controls. 7. I have them working pretty good so far except for situations where the player would be crushed by the platform. You could move the world around a stationary player as well. I want to have a top-down spaceship shooter in which the ship has an ever-so-slight bit of friction to it -- meaning I want to have an acceleration factor to it. Relevant Player code: Depends how you use them. Edit: Nvm I'm an idiot. This is based off of Shaun Spalding's slope movement. Edit: also if you're interested in why the platforming movement doesn't make a good base for the top down movement, it's because a platformer needs to split the horizontal and vertical vectors due to gravity, while top down you usually want to treat all the directions equally. Your problem right now is that your regular movement updates are out of sync with your collision checks - which gives you problems in delicate I'm making a top down shooter, where my character doesn't hold a gun in front of him, but on his shoulder. I would like to have a small amount of friction, and just simple left-right-up-down movement, and diagonal movement too? + a sprint function. Yes you can use 0. So, my character follows the mouse in image angle. These follow concepts introduced in GMS2-First-Look and GMS2-Space-Rocks-Extended. I made 3D games and learned with Unreal Engine, but I know it's only a 3D Engine (and I don't want to spend £100 on a plugin). I went over everything again, slowed down, made some notes, read your suggestion more carefully, experimented, and got it working. kRight = keyboard_check(global. At this point, the collision check is inside the wall, and will remain there and you are unable to move because you turned off the speed. I'm using a switch and case function to handle this which is where I figure the problem stems from. Right now, you can move 8 directions, but I want to remove the diagonal options and just return 1-4 depending on the direction you're going. In other words, if gamepad_axis_value(0. It also means counting ticks is not a good way of running a timer. In my personal opinion as long as you're not dropping below 60 I don't see an issue with it. The red line shows roughly, how good I'm trying to make the path finding. I also need to implement 8 way image movement (up, down, left, right, upleft, upright, downleft, downright) so it faces the player correctly. In the question he says (x, y, my movement x, my movement y), As in, the object's position, x,y. Here's my Create code for the ship: /// Initialize Variables. Dungeons are defined by a few nested structs (that each have their own sets of functions scoped to them) and are generated with a recursive backtracking maze generator algorithm. Our school blocks Reddit and tons of GMS tutorials on YouTube so I'm kind of out of luck here. Hi everyone, I'm brand new to GMS2 and have been following Shaun Spalding's platformer tutorial. 3 I did this project my self to see what the limits of gm and what i could do inside. kRight) || gamepad_axis_value(0,gp_axislh) > 0; I used to use Gamemaker 6, 7, 8, and GMS 1 then stopped when Yoyogames switched to the paid model because it was less convenient for me. Maybe a master State struct with a child CanMove In my personal opinion as long as you're not dropping below 60 I don't see an issue with it. I was thinking of creating a complete GMS2 Course. npxjxp wxs yjhat zeotry dhwrn jfgu mxmgi hsejg ydmtv cfpzuqi