write something like this.... { jump_to_position(mouse_x,mouse_y) } if you have any questions or if it doesnt work just add a discussion
Go to File -> Game Settings and click the "Hide mouse" option. Then create a new object, set the sprite as your own custom cursor, and create a Step Event. In the step event, add the Jump to Position action and type in mouse_x for the x position and mouse_y for the y position. Hope that helps.
Select the object you want and make a step event. Then under the step event put "jump to position" and for the values put mouse_x and mouse_y. This means every step it will jump to the exact position of the mouse. The steps are equivalent to about a millisecond, so it should move right along with your mouse. Hope this helps.
if mouse_x y { hspeed = 0; vspeed = 0; }
Select the event 'If Global Mouse Pressed' and in 'execute a piece of code', put instance_create(yourobject, mouse_x, mouse_y) But you should really get on the game maker fourms for this stuff :/
Yes, the internal variable for an object's speed in Game Maker is <Object_Name>.speed.
Collision Event with object obj_bullet: play sound snd_exp; looping: false for other object: destroy the instance for other object: create instance of object obj_exp1 at relative position (0,0) jump to position (random(room_width),-16) set the score relative to 1
for shooting towards the mouse, there is an event called "global mouse left" in this event, add an action called "create object moving". select the obj_bullet (by now you should have this object created) X:mouse_x, Y:mouse_y ,speed:30 and your done. add enemies with a collision event to the bullet and add destroy instance:self.
Easy. You create an object that looks like the cursor you want and for the step event add this code: x=mouse_x y=mouse_y Be sure to deactivate the mouse in the global game settings and to put the new object in each room.
Je moeder is gay.
use the instance_create function
There is no code for that, you'll have to make something else. sorry
Depth determines whether it shows up under or below an object if an object collides with it.