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.
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.
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
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.
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.
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.