
Monetisation tools enable a range of functionality to be quickly and easily deployed including In-App Purchasing, Advertising, Analytics and User Engagement. With the most advanced exporter ever, rapid cross-platform deployment is achievable across all leading platforms including mobile, html5, console and desktop. With a fresh user interface and many new exciting features including Real-Time Animation Editing, a new innovative workflow and seamless path from Drag and Drop to actual code, developing top quality games has never been easier!įeaturing a powerful programming language for professionals, and a drag-and-drop no-code-required workflow for beginners, and a comprehensive toolset, top quality games can be developed quickly. Basically showing the player that they have collected the sword So what I done was in the collision event, i done the destroy instance to get rid of the sword on the ground and then had a draw sprite and filled in the. Then I want to have the sword as a sprite show up on the top left side of the screen and follow my player. It has everything you need to take your idea from concept to finished game. So I want to have my character collide with something, say a sword. In this video, Ill walk you through the simple collisions that.
#Game maker studio 2 collision software#
The above code will check for a collision with instances of "obj_Enemy" and if there is one, it will reduce the "hp" variable by the amount stored in the colliding instance's "dmg" variable and then destroy the colliding instance.About This Software GameMaker Studio 2 is the latest and greatest incarnation of GameMaker! Collisions are essential in creating a game, as theyre used for so many different things. Var _inst = instance_place(x, y, obj_Enemy) Real (either an instance ID value or the keyword noone) GameMaker: Finding collisionline’s point of collision (mouseover/click to play GIF) This is a small post about a method for figuring out collisionlines 'contact point' in GameMaker - in other words, obtaining not just whether theres something on the way, but also the nearest point on the nearest matching entity. Instance_place_list(floor(x), floor(y), obj_Enemy, list, true). Note that the given x/y coordinates will be rounded to the nearest integer before the check is performed, so if this is not what you require (or you have been using a legacy GameMaker product), you should floor the coordinates in the check: This function also accepts the special keywords all and other and will return the keyword noone if no collision occurs, or the unique instance ID value of the instance found if a collision does occur. this function will return the unique instance id of the object being collided, but if that is not needed it is slightly faster to use the function place_meeting(). This will work for precise collisions, but only if both the instance and the object being checked for have precise collision masks selected otherwise only bounding box collisions are applied. When you use this you are effectively asking GameMaker Studio 2 to move the instance to the new position, check for a collision, move back and tell you if a collision was found or not. With this function you can check a position for a collision with another instance or all instances of an object using the collision mask of the instance that runs the code for the check.
