move_towards_point(obj_player.x,obj_player.y,2);
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XxTaLoNxX
Member Since 05 May 2011Offline Last Active Jul 05 2011 02:46 PM
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In Topic: How to make enemies follow the player?
04 July 2011 - 08:54 PM
Step Event of Enemy
In Topic: Need Help with Very Advanced Movement System
27 June 2011 - 02:42 AM
Ok, do you still need help? If so tell me exactly what the issue is and I will do my best to help. Also just so you know... depth=-y sets the depth to a negative integer of your current y position in the room. While that is good in 99% of the cases in a 2d game there are times when that won't suffice.
In Topic: trigger something only once
27 June 2011 - 12:14 AM
Ah so I see. What algorithm are you using for the AI to "decide" what to build? Can you insert the variable trigger into it?
Extremely rough example...
Extremely rough example...
if something happens
{queue_add=building 1{c=1;}}
In Topic: trigger something only once
26 June 2011 - 09:17 PM
so something like this,
in create event c=0
then in step event
if c=1
{
if P>I
{ds_queue_add(build,(p-i0/4)
c=0
}
}
but where do i make c=1 again for when p.i again>?
Well you could set a timer or alarm to reset the variable after a set amount of time. Or there could be an event that resets it. Kinda one of those things you got to figure out yourself, because each game is vastly different and each circumstance is unique and needs to be handled according to the rules and laws of logic. So in this instance, I will assume it is an TBS or RTS where you build structures. So what I would do is, when you click to build something reset the variable "c" to 1. If my assumption is wrong just find a trigger point in your game. It's a lack of details that is preventing me from helping you fully right now.
In Topic: Shooting with sprtie change
26 June 2011 - 09:08 PM
So you ripped an engine without knowing how it works? Anyway.
Step Event
Step Event
sprite_image=(whatever)
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