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frothzon

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A member registered Feb 20, 2021 · View creator page →

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It is all done in code.

I didn't want the depth to change when the player jumps up, if there is a tree in front of them blocking them from view they would clip through it when jumping.

(1 edit)

do it like this (make sure you delete path when done with it): 

var path_array = ap_grid_path_array(obj_tester.grid, x, y, mouse_x, mouse_y);

path = path_add();

for(var i = 0; i < array_length(path_array); i++){

var point = path_array[i];

path_add_point(path, point[0], point[1], 1);

}

path_start(path, 3, path_action_stop, 0);

(1 edit)

You might want to make z step equal to the absolute value of  speed + 1 (speed on x/y axis only). Then, the further (i.e. faster) you step into the slope, the higher the step the player can take. Keep in mind that this could allow the player to climb on anything if their speed exceeds the height of the object.

I will definitely do that, thanks.

(1 edit)

In order to do precise tile collisions it would require a navmesh system, the A* is a grid based system and only handles navigation with rectangular collisions. I will look into it and see what I can do.

Sounds like a good future update for this asset. Something like ap_grid_add_tile_layer(...)? And mask out specific tile ids as walls

Yes

Game Maker Studio 2 asset package. Drag it into the game maker to use.

I see, I will be modifying the metadata to have MIT for the code and CC-BY-SA 4.0 for the assets. Thank you.

CC-BY-SA 3.0

Thanks, I appreciate it. When I have some time I will add tutorial #5.

I am unable to do most paid work since I don't have a lot of time to get involved in projects that will require copious amounts of development. My work as an Embedded Systems Programmer is a demanding task, so this is more of a hobby for me at this point.