use the action with the big up arrow
Yes, the internal variable for an object's speed in Game Maker is <Object_Name>.speed.
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) } }
If object a is the one who has to be chased it's like this: In B step event: direction = point_direction(x,y,A.x,A.y) speed = {your speed i recommend 4}
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.
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.
Yes, the internal variable for an object's speed in Game Maker is <Object_Name>.speed.
in code:move_towards_point(object.x,object.y,speed)
Create an objectSelect the spriteTick the Solid boxAlso, when an object collides with it, set the speed to zero.Simples!
Why have them vertical? In any case, make the png file with the frames like usual in Game Maker, then move them in GIMP or something to be vertical instead of horizontal. Game Maker might not be able to read them though.
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) } }
To make Enemy go towards Player when in range. For Enemy object: On step: Execute Code: if(point_distance(Enemy.x,Enemy.y,Player.x,Player.y)<RANGE) { move_towards_point(Enemy.x,Enemy.y,SPEED) } (Replace RANGE with the range and SPEED with the speed)
Je moeder is gay.
If object a is the one who has to be chased it's like this: In B step event: direction = point_direction(x,y,A.x,A.y) speed = {your speed i recommend 4}
if speed != 0{}
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