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.
Yes, GameMaker Studio allows for a click-to-move action, typically implemented using mouse input events. You can capture mouse clicks to determine the target position and then move the player or an object towards that position using pathfinding or simple movement logic. This functionality can be achieved with GML (GameMaker Language) scripts, enabling smooth navigation based on user interactions.
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
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.
To make an object avoid another object in Game Maker, you can use the built-in collision detection functions. In the object's step event, check for the presence of the target object using place_meeting(). If a collision is detected, calculate a direction away from the target object using point_direction() and move the object in that direction using move_towards_point() or by adjusting its position based on the calculated angle. Additionally, you can implement a distance threshold to trigger the avoidance behavior only when the objects are close enough.
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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.
There is no code for that, you'll have to make something else. sorry