▶ Support my work: / shaunjs ▶ Version 2022.1 offical release blog post: www.yoyogames.com/en/blog/rel... Bounding boxes have been changed in v2022.1, here's how and why and what you need to know.
Пікірлер: 51
@NikoAnimation2 жыл бұрын
finally no more collision issues for making platformers
@alextchap992 жыл бұрын
haha good one
@JackDaloots11 күн бұрын
Hi there, 2024 here, there's still problems.... Back to your wonderfully blissful past!
@realfirat2 жыл бұрын
Most of the GMS users were using your platform collision system Shaun. Thanks again for explaining the new system. You are rockstar of this community!
@refeals2 жыл бұрын
i recently started using GMS and i already had a lot of problems dealing with that collision issue. here's hoping my troubles will come to an end!
@Johnstruct2 жыл бұрын
This sounds like it would actually solve a bunch of problems I was having with a particular game. Partly because I just didn't fully understand how bounding boxes worked before.
@STANNco2 жыл бұрын
My last game i was flipping the image_x_scale whenever the player turned around, and realized it would for whatever reason make it get stuck in walls, this was why. And now it's fixed woo
@CreativeSteve692 жыл бұрын
i recently started learning GMS this past month after getting my year license from humble bundle. You were one of the first tutorial channels i got reccmended to watch from a facebook group i joined. :)
@zz8az2 жыл бұрын
Thanks for the update, Shaun!
@ayelmao12312 жыл бұрын
Dude I’m ngl I haven’t watched ur vids since like 2014/2015 and this randomly popped up in my feed. I haven’t even done game developing since then thats wild I had no idea you still made content! :)
@sorry9876543212 жыл бұрын
oh my god! finally! That's great news! Hope they also apply this to the sprite origin point
@sushipop7658 Жыл бұрын
This is such a good addition and will really make collision a much simpler task for people. I was trying to make moving platforms the other day and they just werent working. Apparently its because I had collision compatability mode now. Floats are certainly much more flexible.
@paulbeattie17172 жыл бұрын
Even if it does mean reworking anything, the thing will be much better for it. Thanks for posting. 👍
@neonswift2 жыл бұрын
Wow this'll help a ton! Ok I'm downloading pronto.
@blazecreates2 жыл бұрын
This is a plus - it allows for some more precise collision checking on our part (Dark Souls?). I've tested the new system and what you've mentioned is right. It works much closer to how other engines (Unity, Godot, etc) check for collisions which may make the transition between engines much easier. It might be worthwhile looking into teaching these guys some AABB?
@rain_mendoza20002 жыл бұрын
FINALLY, I would spend days trying to prefect collision. It was nearly impossible..
@joebesideyou14572 жыл бұрын
Thanks for the update good sir
@Planarwalk2 жыл бұрын
I'm glad I saw this video before updating GMS, as I generally just worked with what game maker did
@softsoftkitty2 жыл бұрын
Thanks for the update Shaun! Though, I'm left wondering if you have any recommendations for fixing off-by-one errors when using bbox_bottom and bbox_right outside of just turning on the compatibility mode.
@ShaunJS2 жыл бұрын
I would just use the compatibility mode if its code you've already written. For future code... it sort of depends which functions you're using and whether or not the tolerance value is being applied which is unfortunately a bit unclear on YoYo's end without doing a bunch of different tests. But generally it just means you might have to move one pixel more, or move to the site *of* the collision rather than the pixel before the collision as we used to. It really depends exactly what you're doing.
@fluury2 жыл бұрын
thanks for the video!
@derpmorederp14172 жыл бұрын
Awesome, time to redo my entire game 🤯
@gabrielcardoso7852 жыл бұрын
hey, I started to code in gamemaker recently and I found uot your channel and been seeing basically all of the videos, in the past video you show a RTS game you make, I wonder if it's possible that maybe you do it a series of tutorial, I always wanted to make a RTS game
@edwardperkins12252 жыл бұрын
Does subtracting -1 to bbox_right and bbox_bottom and using round() on all sides generally produce the same result as the old way? Maybe floor() would work better?
@svenjorgensen52 жыл бұрын
I am hoping it's truly stable. I stopped updating like 8 months ago because every new official release introduced a new bug in the IDE.
@emmanuellopez33182 жыл бұрын
Hey Shaun. I know this video is a lil old now but I hope you're still reading the comments here. I used your slopes/tile tutorial and came up with a quick (and dirty) solution to the off by one pixel problem. I replaced all "bbox_right" instances with "(bbox_right - 1)". I did the same with "bbox_bottom". Is this a good solution in the long term?
@diegonhathanielagrielabalc25042 жыл бұрын
YESSSS
@MisogynyMan2 жыл бұрын
I'm still a noob after dabbling with GM for years, I wonder if this will make my older projects have less issues with characters getting stuck.
@ShaunJS2 жыл бұрын
Generally this won't help with things getting "stuck", if they got stuck then collision ended up overlapping somehow. Most of the issues this fixes are where collisions and rendering don't match up, so you're technically not touching the floor but you're some decimal amount into the pixel above the floor that you render one pixel inside it, and so on.
@supahfly_uk2 жыл бұрын
Nice
@frankiejrey2 жыл бұрын
I followed your Platformer tutorial for my game, would I need to change anything? I used your "if -while" method (just like in the video). I asked primarily because you do not use bbox and I see that this change affects bbox.
@ShaunJS2 жыл бұрын
Generally speaking no, if anything you should see less issues with that now rather than more.
@barryherbers60902 жыл бұрын
So is this the kind of update I shouldn't add to a GameMaker project I've been working on for a while? Or do you think the compatibility is 100% good enough?
@ShaunJS2 жыл бұрын
Yeah just use the compatibility mode.
@max2special9512 жыл бұрын
If your deep into a project is it generally better not to update, due to the possibility of it messing up the project in a way that will (for the lack of a better word) "corrupt" your project??
@ShaunJS2 жыл бұрын
If you're backing up your project or using source control then "corruption" is never a concern. If something goes wrong you can roll back your GM version and project appropriately. But under some circumstances, yes you might not want to update just because of fundamental changes that are hard to bring the project in line with. An example of this was when a large number of GML changes, structs, etc came in 2.2 and would require you to rewrite large chunks of the project. It's kind of a case by case thing.
@max2special9512 жыл бұрын
@@ShaunJS thank you, that was extremely helpful. You're awesome!!!
@facundobrandi11162 жыл бұрын
does this change your collision system? of the tutorials
@ShaunJS2 жыл бұрын
For some of them it will. The slopes/tiles one in particular. I'll be redoing them in the future, for now they can be followed though if you use the compatibility mode in global game settings.
@facundobrandi11162 жыл бұрын
@@ShaunJS thank you , your videos are great
@Spliffurt2 жыл бұрын
did they add cropping sprites yet? it's literally all i care about
@larryinc642 жыл бұрын
Can't you just use draw_sprite_part?
@bradleysward2 жыл бұрын
Common sense starting to prevail in 2022! The future is finally here!
@mnooper2 жыл бұрын
oh thank god, we are saved! the pain of collision masks are over!
@badwrong2 жыл бұрын
This is why collisions should be resolved with math and not "while loops". Far faster and accurate before and after this change.
@ShaunJS2 жыл бұрын
ok
@UltimoGames2 жыл бұрын
For me, GM1.4999 is allright with me! Just like photoshop, I still use CS3.. Software developers always add too much prefab stuff and too many options, but isn't it about the developer what he can squeeze out of a basic and solid framework? 'Cut away the unessential'
@CassidyListon2 жыл бұрын
Unfortunately, I found your tilemap collision tutorial to be too confusing and when trying to adapt it to a slightly different model (a beat em up with x/y movement like say Double Dragon) it was really buggy.
@ShaunJS2 жыл бұрын
Well I guess it's fortunate really as it doesn't work properly with the new bounding boxes anyway!