Gamemaker Studio 2 Falling Platforms

  Рет қаралды 1,884

North GameStudio

North GameStudio

Күн бұрын

Пікірлер: 19
@meganoob9281
@meganoob9281 Жыл бұрын
love that sky gradient.
@Grizz-909
@Grizz-909 Жыл бұрын
honestly, best tutorial ive ever seen on youtube, i may be two years late but youre amazing man!
@NorthGameStudio
@NorthGameStudio Жыл бұрын
Haha thanks!
@presidentbruh401
@presidentbruh401 7 ай бұрын
love yourself NOW!!!!!! you are everything
@NorthGameStudio
@NorthGameStudio 3 ай бұрын
as are you!
@lRyanI
@lRyanI 3 жыл бұрын
Hey there--I found your channel from a reddit post and just wanted to say thanks for making these tutorials!
@NorthGameStudio
@NorthGameStudio 3 жыл бұрын
Thank you so much for the support! Glad to share!
@MadEzio
@MadEzio 3 жыл бұрын
very simple and to the point tutorial. Thanx a lot @North GameStudio
@Mightyjordy
@Mightyjordy 3 жыл бұрын
Really love the art youre making. Video was excellent and very clear. I wonder if you would want to disinherit the collision parent once it falls so you dont get stuck underneath. Also i think there were a couple spots where the screen recorder didnt catchup yet with the screen so we couldnt see the updated section. Keep the videos coming! I love learning other game dev tricks
@NorthGameStudio
@NorthGameStudio 3 жыл бұрын
Thanks for the feedback. Now that you mention it, it may be a good idea to add an “out of room” event to destroy the platform altogether. Thanks!
@braiandarosa2572
@braiandarosa2572 3 жыл бұрын
Hey a tutorial to do fall damage or fall death? Thanks!
@NorthGameStudio
@NorthGameStudio 2 жыл бұрын
Thats a great idea, the game im currently working on doesnt really have an opportunity for fall damage, but I think a good approach is to have a fall_timer in your player Create event. Then you can decrease that timer when the player is not on the ground. So you in your player step event you can have something like onGround = place_meeting(x, y + 1, oSolid) which is always checking to make sure you player is on the ground. If the player is not on the ground or onGround = false, then you can begin to reduce the timer. Once the timer reach less than or equal to zero, you can change the player state. So I will make a new player state titles FALLING. Once the player enters this state, I would remove the ability of the player controls, change the sprite to an animation of a falling character and once the user collides with a solid object, I would change state to a DEATH state. Here is a bit of pseudo code. I know its not as helpful as watching me do it, but hopefully it helps for now, until I get around to making a video on it. Ill put it on my to-do list. oPlayer Create Event max_fall_timer = 260; // this number will just need to adjusted for game feel fall_timer = max_fall_timer; Step Event onGround = place_meeting(x, y + 1, oSolid) if (OnGround = false) { fall_timer -= 1; } if (fall_timer
@cz3p962
@cz3p962 3 жыл бұрын
Hey @North GameStudio nice vi d is this a game you are making? Because I saw your other platformer so I was wondering.
@NorthGameStudio
@NorthGameStudio 3 жыл бұрын
Hey! Yeah I'm working on this little, fun platformer as a way to take a break from a larger project I'm also working on that I've shared in previous posts. Thanks!
@callummaan4913
@callummaan4913 10 ай бұрын
whats ur movement code cus at 5:22 my character just freeze on the platform
@AndreaSchincagliaWanax
@AndreaSchincagliaWanax 3 жыл бұрын
Hi, thanks for making these tutorials! Is there a way to make the platform appear in the same position after a second or more?
@NorthGameStudio
@NorthGameStudio 3 жыл бұрын
Its definitely possible. Depends on how you manage the platform after falling. I am currently just destroying them after they exit the room. You can try and record the x and y coordinates when you create the platform in the editor. so make a create event with variable xStart = x, yStart = y. then once the platform leaves the room, you may want to change its x and y values to xStart and yStart. so in the Outside Room event, you may want to have x = xStart, y = yStart. Although once it leaves the room it might reappear very abruptly, you may want to polish that a bit by using a create event that has an alpha value of 0. and drop a boolean in the draw event that when the platform moves back to the xstart and ystart you adjust the alpha value to slowly approach 1, this way it fades back into the room. Let me know how it goes
@AndreaSchincagliaWanax
@AndreaSchincagliaWanax 3 жыл бұрын
I solved the problem more or less as you wrote... :-) Create: shake_timer = 30; shake = .8; break_it = false; oldx = xstart; oldy = ystart; on_platform = false; Step: if (instance_exists (obj_player)) { var vh = camera_get_view_height(view_camera[0]) / 2; if (place_meeting(x,y-1,obj_player)) { break_it = true; } if (break_it) { shake_timer -=1; x += random_range(-shake,shake); if (shake_timer (obj_player.y + vh)) { on_platform = true; } } } } EndStep: if (on_platform) { repeat (30) { var vx = random_range(oldx-20,oldx+26) var vy = random_range(oldy-20,oldy+26) var obj = instance_create_layer(vx, vy, "Inst_Player", obj_dust); obj.add_movement = true; obj.delay = 4; } // Restore start position of platform x = oldx; y = oldy; // Restore variable shake_timer = 30; shake = .8; break_it = false; on_platform = false; } You can see the code in action here : kzbin.info/www/bejne/aZfaoGOrfdmgh7M Thanks for your time!
@NorthGameStudio
@NorthGameStudio 3 жыл бұрын
Super cool!!!
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