You have to make a collision event with the objects you want it to stop at. And then make it
Move to Contact
direction -- 0
maximum -- 12
against -- solid objects or all objects; If the object you are colliding with is not solid choose the second option
I hope this was helpful.
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.
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) } }
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.
another word for a mapmaker is a cartographer. :)
with (instance_create(x,y,objecttobecreatedbehind)){depth = objectinfront.depth + 1;}
Change to another object with the same sprite
in code:move_towards_point(object.x,object.y,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.
Yes, the internal variable for an object's speed in Game Maker is <Object_Name>.speed.
-_- hspeed = 2; vspeed = 2; There, you now have an object going diagnol. Go wild.
By going through all the sn data that is published for that maker.
It's a complex question. Using math, you can determine which side it collided on.
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) } }
Another word for a book maker is a "bookie" or a "betting agent."
try going to www.yoyogames.com and download "game maker"
You can start by going to webstarts.com It is free of charge to start your own website through this site and they take you through the process step by step.