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I never got a game maker license key
I never got a game maker license key








i never got a game maker license key
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First question: to use precise collision checking, both the obj_tile_wall and the calling instance have to have precise selected under the type of collision mask, right? That's what the manual says for place_meeting ( ). Can you help me with something I don't quite understand with this method (which looks awesome btw)? In tile_meeting_precise you use place_meeting with precise collision checking selected for the obj_tile_wall collision type. If (keyboard_check(vk_up) or keyboard_check(ord("W")))įirst, thanks for all you do for the GM community. If (keyboard_check(vk_right) or keyboard_check(ord("D"))) If (keyboard_check(vk_left) or keyboard_check(ord("A"))) Movement_and_collision(vardirection,varspeed,obj_wall_base) but I only want +/- speed in the player object's direction of movement. If I separate the values, then speed increases exponentially regardless of direction.

i never got a game maker license key

I'm struggling to implement this into an asteroid-like game that uses motion_add for movement based on image rotation/angle because the script's _mv_spd expects an integer but I add movement simultaneously to direction and speed. You are welcome to ping me when you ask, but if I'm unavailable someone just as capable (or more so) should be able to help. I HAVE done this before, so if you run into trouble, I'd recommend asking about it in the help channels of the GM Discord. You simply want to change how your collision checking is done, which is the easier part to handle. This is the difference between "collision checking" and "collision handling". The result is still the same: there is something there, or there isn't. So replace place_meeting() with place_meeting_z: a script of your own making, that accepts a z axis and makes all the necessary checks including a z-axis. So all you really want to do is add another variable to the check: z. "There is something there? I can't move." "There isn't? I can move." When we say "place_meeting()" we are basically asking "is there a collision here or not." And then we handle the result of that. So this is something I've been meaning to write an article about, but think about it like this. Want to use tiles instead of objects? Check out my devblog about converting the system to tiles! What if you want to knock your player back from taking damage? Now you have to write new collision code to handle moving without pressing any buttons!Ĭall that in your step event with your own direction, speed, and wall object parent, and your player will move and collide flawlessly! When you bind your world collision to your controls, you are very limited in what you can do.

i never got a game maker license key

The system is completely independent of controls! If you are new to game maker or have done any research into basic collision detection, maybe this code looks familiar to you? With a single script, you can move your character around your room with perfect world collision! All you need to do is provide a direction to move and a speed to move at and you are done! Do you want to use ANY movement speed From 1, to 2.45, to 18, and even higher? Do you want to use the same collision code for all characters (players, enemies, npcs, bosses)? It's pretty cool.Īre you working on a top down game? Something like Binding of Isaac, Zelda, or Secret of Mana? Do you want your character to slide along ramps and walls smoothly. Advanced example with momentum & friction.Basic simple character motion example code.Example room with rotated, scaled rectangle collisions and custom shape collision blocks.Movement and Collision 100% independent of controls!.Slide along ramps of any angle and any size!.Game maker studio 1.4 Crack is the latest version now establishing with best along with latest.

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I never got a game maker license key