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 both places) with the name of the object to be followed.
objectfollow = name or id of object to follow. spd = speed to follow. { if collision_point(self.x,self.y,objectfollow,true,true) = false { mp_potential_step(objectfollow.x,objectfollow.y,spd,true) } }
Yes, the internal variable for an object's speed in Game Maker is <Object_Name>.speed.
If you want to make an object follow another on demand (which i assume is your goal) then in the object you want, maske an action. For example - keyboard press F. In this action put what will happen.There are basically three options (although there is probably some complicated code for advanced games).1. Move TowardsX object name here.xY object name here.y2. Step TowardsX object name here.xY object name here.y3. Step AvoidingX object name here.xY object name here.yFor all of these you have to specify the speeds of the object that is moving towards the other. And there are some slight differences in each but choose one that suits your game.I hope this information was helpful.
use the action with the big up arrow
Sorry if this sounds confusing...not the best at explaining in the step event for the objects your want the camera view to follow simply put view_object=object_index that will make the camera follow the object. now when you change objects player to car. as long as your car has that in its step even the camera should follow the car because the player is gone and vise-versa. comment by Doublek642: Thanks alot man it worked perfectly for all vehicles! oh, and one more question. How do I make power-ups turn you back to normal after a certain amount of time/use? (in game maker)
objectfollow = name or id of object to follow. spd = speed to follow. { if collision_point(self.x,self.y,objectfollow,true,true) = false { mp_potential_step(objectfollow.x,objectfollow.y,spd,true) } }
Change to another object with the same sprite
with (instance_create(x,y,objecttobecreatedbehind)){depth = objectinfront.depth + 1;}
in code:move_towards_point(object.x,object.y,speed)
Yes, the internal variable for an object's speed in Game Maker is <Object_Name>.speed.
Whatever code you're using to make the object follow the character, place this in the step event. Then, the object will always be moving towards the other. Specifically, make it move towards point: X: character.x Y: character.y
It's a complex question. Using math, you can determine which side it collided on.
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when it is play, use a variable like "inplay" and set it to true. if it isn't, set "inplay" to false. so use the Test Variable action and say if inplay is equal to true, use the action to move towards the point.
use the instance_create function
Depth determines whether it shows up under or below an object if an object collides with it.
An instance is most commonly a [Object] placed on a [Room] -Battlemaster1