GameMaker:Studio 1.x release notes - Yoyo Games.
The GML collision functions return only a single instance ID, which means that if there’s more than one object in that collision rectangle, the function will only return one of them. Which one? You can’t predict or control it. We can get all of them, though, but it takes a little creativity. A technique of temporarily moving each object out of the way, and then re-checking the collision.
Final Result Preview. Let's take a look at the final result we will be working towards: a hardware-accelerated shoot-em-up demo that includes everything from parts one and two of this series, plus an efficient particle system for loads of eye-candy, framerate-independent timers for consistent movement, a subtle background parallax effect, the ability for entities to orbit one another, and a.
Mouse and keyboard events in Game Maker and Unreal are both pretty similar and simple, for Game Maker you add whatever button or key pressed as an event and then add an action to that. For Unreal you do the same within the characters code. (Similar to the above movement. Creating something in Game Maker is really easy as you just use an event and then the create instance action, once that's.
Advanced: Each instance is given its own instance ID when created. Using an instance's unique ID gives the designer the ability to directly reference a particular instance of the object, for example, when many instances have been created and there is a desire to reference just one of them, instead of all the instances that were created from the object.
In the step event, add a move towards action and put x as object1.x. Put y as object1.y. Enter the desired speed below. Of course, this is only an example and you would have to replace object1 (in.
Main Topics: Sprite Fonts, HUDs, Scripts Level: Total newb to Game Maker (that has read the previous tutorials). Suitable for programming nubs, also. Abstract: We're making a simple, one-level side-scrolling shoot 'em up using Game Maker and GML. In this fourth part, we're going to add a simple title screen with some text on it and add a HUD to the game.
The issue is the game doesn't appear to know which attack sprite has hit the enemy since you can perform an essentially unlimited amount of attacks, and therefore doesn't apply the correct amount of damage to the enemy. How would I get an instance id of the object that collided with the enemy so I can use that to access the damage variable?