i'd like to know how to make the _dist number a variable so that when the player collects a certain item, or a casts a certain spell the number item/spells magnet radius would overide the one we're using....
@EclarixSh19 сағат бұрын
Thanks a ton and congratulations for this example of an awesomely complete tutorial ! Took me quite 2 months to go through it but it was worth the shot ! I can now go back from my cave and tell my friends we can start working on small Game Projects from then on ! We wish you the best for the future ♥
@vaguener19 сағат бұрын
Hi Sara, I am a long time fan. Never challenged me to actually finish a game but now it is happening. i am rewatching your old material since I am still a 1.4 user. Thanks for all your hardwork. I amm looking for deltarune <3
@peppermintgal4302Күн бұрын
All the hate comments here make my blood boil, after everything you've done for people. Goes to show bigots completely lack gratitude, but that's why they'll lose. Good luck in your future endeavors.
@LeBabolКүн бұрын
move_and_collide is the one thing you shouldnt use imo
@mindthemoodsКүн бұрын
I was able to get individual character control working using something like this: repeat (round(textProgress)) { _currentLetter = string_copy(savedMessage,_index,1); draw_text((x1 + _savedWidth), (y1 + 8), _currentLetter); _savedWidth += get_l_width(_currentLetter); _index += 1; } Essentially, for each repeat, it gets the letter at the position of the current loop, draws that letter with the offset _savedWidth, adds the width of the current letter to the running total, and then moves to the next loop. 'get_l_width' is a custom function that uses string_count to group letters to return different widths. This is probably not a great way to do this, but it seems like it lets ya control each letter individually by just applying changes to the draw function inside the loop, while still treating it as a single text object. (Experimented by changing colors and whatnot.) Just make sure to set the font's proportionality to false though, I spent like 5 hours trying to figure out why the widths were all wrong.
@r2_unit2 күн бұрын
I wonder if this works in 2024
@matthewgustafson12 күн бұрын
Yooo, working on DELTARUNE sounds like an amazing gig! Wish you the best Sara! I've been following you for a long time now and your tutorials have helped a ton on my own Game Maker projects. Thanks so much for your hard work over the years!
@shadowunderthewillow58152 күн бұрын
Small thing_ if your camera is working the first time and not the second when you go to the (rRiver) or whatever hes got goin- move the camera code seem in 20:55 to the step event instead- no clue why its so picky?
@MAYOFORCE2 күн бұрын
The _distanceToGo stuff should be it's own function, you were probably hoping people would catch on to that
@dinkmartini32363 күн бұрын
Well...to be fair...don't we all have a bit of the silly pants about us?
@beastteacher41623 күн бұрын
when i'm using global.gamePaused = !global.gamePaused it doesn't work as a toggle switch
@stupidstormy363 күн бұрын
This is a neat series. I've been able to add little things here and there, but after I made a makeshift victory check that booted you back to the overworld, I noticed a problem. The changes in HP and MP are not carried over to the next battle. They're fully restored. Good luck with your future.
@shadowunderthewillow58153 күн бұрын
Im years late to this series but your shit is awesome dawg, thx for helping me bc half of my code is errors and youre the only reason it runs- like a lil cheat sheet if i fuck up.
@bushwookigaming28654 күн бұрын
Great Vid!
@ginovasconcelos93145 күн бұрын
I DID IT!! Made it all the way to the end!!! Thank you so much!! You're so brilliant and your tutorials have been absolutely stellar!!
@TheEpicSpire5 күн бұрын
my slime hits the wall and then spazes out trying to get away from the wall, but it get stuck and can't exit the tile. EDIT: i turned entityCollision on in the Varible Definitions (inherited from pEntity). once i turned that off, it no longer got stuck. i had it on because i wanted it to collide with pots and signs.. but it is not needed if those entities have their collision on (as a side note, i also have entity collision script from the player pasted into the slime cause i didn't want my creatures crawling over the liftable stones and stuff in the dungeons. it works properly now)
@TheEpicSpire6 күн бұрын
when I throw the pot, it seems to hit an invisible wall and falls straight down instead of completing the arc.
@TheEpicSpire6 күн бұрын
i hope we make it so that "rolling" while carrying will just place the object down, but "attacking" while carrying will throw it. i don't know how to just put the object down. im sure it is easy, but i am following this tutorial because i have no clue how to code. if someone can help, then please do.
@MrPhats-qb2dy6 күн бұрын
Your tutorial series on ARPG's is what got me started on my game - I couldn't possibly thank you enough for what you've done for the indie dev community! Also, good luck on Deltarune!
@jordanedwards31146 күн бұрын
this is better than the sea of nested state machines i was using for menu's but the nesting arrays gets confusing if u go more than like menu deep. if u have to go through a base menu into a equip menu into a equip which weapon menu that gets really confusing keeping the nested arrays straight...or maybe im just dumb idk
@TheEpicSpire7 күн бұрын
confuses me why you shorten the word "speed" and "friction" but not Deteriorate. also Collision.. no telling how many times i get errors and it's because i left out the second "i" in collision.. lol
@klyesam40067 күн бұрын
HAHAHAHAHAHAHAHAHHAHAHAHAHAHA
@jdoe277 күн бұрын
Swing states, huh? I guess we´ll have to put in something like if election { result = choose(republicans, democrats) } Sorry, I´ll see myself out
@TheEpicSpire7 күн бұрын
will the drawing of the z height be able to make it so our characters can "jump" over stuff like holes in cave floors? or more importantly, rocky baricades that i have collision markers on?
@TheEpicSpire8 күн бұрын
in my project, the player walks up to a merchant to get their quest. the dialog that the merchant gives can get a bit wordy and even using the to fit it on the screen, i have no room to view the response choices. how do i set it up so that the player can read part of the speech, hit a button, move on to the next part and then make their choice? should i just add multiple cases that break up the dialog giving a "next" and "back" option to progress/review the dialog?
@TheEpicSpire8 күн бұрын
14:27 when i type "message" as the variable it appears green instead of blue like all the other variables. when i hover over it , it says that it is a string. i know "string" means something like "line of text.. or string of letters" so it may still work, i'll update if it does or not. i know this series is out dated so others noobs and non-skilled hobbyists like myself may run into this and get frustrated, if it works then good, if not, then maybe someone will reply and help me . *rolls the youtube comment luck dice* EDIT: seems to be working for now...
@heartbae878 күн бұрын
disgusting
@heartbae878 күн бұрын
ewww
@chibibeetle9 күн бұрын
YO UR A WOMAN NOW???????????????????????????'''''CONGRATS
@TheOneAndOnlyRavenMaster9 күн бұрын
can you do visual code tutorial
@Squid_Boy_10 күн бұрын
congrats on your transition :)
@FierceMouseStuff10 күн бұрын
try doing phaser next with the same time challenge, nodejs or not idc :)
@Egsslereal11 күн бұрын
i need to stop it after 5 seconds how do im gonna do it
@siskavard12 күн бұрын
Great! How do you actually use it in games?
@adilthethrill113 күн бұрын
I love your videos Sara, they explain everything in such great detail so you understand whats going on without getting bogged down in the details. Thank you so much.
@mistysteppn13 күн бұрын
For anyone stuck on recoil, here is an alternative: x = obj_player.x; y = obj_player.y; image_angle = point_direction(x,y,mouse_x,mouse_y); //Bullet Set Point (notes**) gunFiringdelay = gunFiringdelay - 1; gunRecoil = max(0,gunRecoil - 1); if (mouse_check_button(mb_left)) && (gunFiringdelay < 0) { gunFiringdelay = 5; gunRecoil = 2; //change this to a bigger number for bigger recoil animations or smaller for less kickback with (instance_create_layer(x,y,"Bullets",obj_bullet)) { speed = 25; direction = other.image_angle + random_range (-1,1); //smaller variation than (-3,3) image_angle = direction; } with (obj_player) { gunX = lengthdir_x(1.5,other.image_angle - 180); gunY = lengthdir_y(1,other.image_angle - 180); } } x = x - lengthdir_x(gunRecoil,image_angle); y = y - lengthdir_y(gunRecoil,image_angle); ALSO, make sure that gunX & gunY are set to equal 0 on your obj_player 'Create' event. gunX = 0 gunY = 0 Hope this helped someone, thanks for the amazing tutorial Sara!
@vega895613 күн бұрын
Hi, im looking for a solution of this problem, Effect Layers work, but after save the game and load the file with DND Save function, the Layers stop working after Loading the Savefile. Is anyone knowing a solution for this?
@jakdadkaj454613 күн бұрын
heres a script plus my descriptions if anyone wants to use them ive tested it and it should work for mouse and keyboard // @Desc MenuOptionTrigger(guiVanish,cursor,magnitude,frames,control,sound,priority,loop) /// @arg guiVanish guiwidth + 200(higher speed = vanish faster) /// @arg Cursor menu_cursor = what menu option you are on / where the cursor(arrow) is /// @arg Magnitude sets the strenght of the shake (radius in pixels) /// @arg Frames sets the length of the shake in frames (60 = 1 sec @ 60FPS) /// @arg Control wheter or not you have control over the menu when an option is pressed (set to false) /// @arg Sound what audio file is played when an option is chosen /// @arg Priority sets the priorioty of the sound /// @arg loop whether or not the sound loops function MenuOptionTrigger(argument0, argument1, argument2, argument3, argument4, argument5, argument6, argument7){ menu_x_target = argument0; menu_committed = argument1; ScreenShake(argument2,argument3); menu_control = argument4; audio_play_sound(argument5,argument6,argument7); }
@FennekinFox32614 күн бұрын
What the hell
@spacecase733115 күн бұрын
How would we go about adding more options to the array? It fails if I try adding four or more options.
@janokano016 күн бұрын
bros from yapan
@aLiteralMirror350Күн бұрын
oh come on It's only 30 minutes
@lalobyelalondine16 күн бұрын
Sooo...funnily enough, I set the gun to spawn in the player character's create event LOL. I found a workaround though! Thank you for the tutorials!
@martvandenberg92916 күн бұрын
hey Shaun, thank you very much for this tutorial, I am a game design student and after trying many options in coding and continuously having my animated player sprite sink through the floor using the movement and gravity code from this tutorial finally fixed it. Pretty amazing that a tutorial from 10 years ago still holds up for 2024
@ReedJackson-y5c18 күн бұрын
Knuckles double jump glitch.
@extrahistorylowbudget144318 күн бұрын
but i wanna make a sowrd damn it eh i go with throwing knives i guess
@pandaperson427818 күн бұрын
I’m having an issue with running the game. I finished the tutorial a long time ago and starting adding my own stuff on top of it, and the files were corrupted when I tried transferring something and then left it for years and I just managed today to recover everything. When I try to run the game now, I get an error stating that targetX index in Create Event for oPlayer is not set before reading it. I’m not entirely sure what to do as it’s being defined in oGame. If anyone has any ideas I would greatly appreciate it!
@jakdadkaj454619 күн бұрын
was also able to make the esc button go to menu by doing SlideTransition(TRANS_MODE.GOTO,rMenu) iwhen key pressed escape
@daanimegoatman668319 күн бұрын
Please tell me this means I could add hand drawn cutscenes into a potential game.