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A member registered Nov 10, 2015 · View creator page →

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I used separate sprites for each body part. They are then moved around or squashed/stretched depending on facing direction. Recommend to check out the video around 2:50 for a visual example.

You can also use a sprite for the legs instead of a draw_line. You just stretch the sprite between the joint co-ords.

The arms are probably the simplest bit - they just point toward the mouse and change depth depending on direction.

I've not tested personally but it should do - as you can see from other people's comments. You should be able to import the project into GMS2.

The functions used are all fairly fundamental so I can't see why they would not be in GMS2.

Please do not directly copy and resell the code

Hi recommend to watch the youtube video - at around 2:50 you'll see an example of the effect on a body and head.

You will need to change the depths of the body and head parts depending on the facing direction too. You can do this with an IF statement in the draw event while drawing the parts.

E.g 

if facing direction <180

{

draw head code

draw body code

}

else

{

draw body code

draw head code

}

No, thank you! Very kind words.

Hi guys, it's just been updated

It looks like there is an offset to the hip and leg x position that is dependent on direction.

Recommend start checking the code where you are drawing the legs and specifically look at lengthdir_x functions.

Hope this helps

Unsure why the demo does not work for you, but the product itself is just a codebase that can be opened in GameMaker. Therefore it should be fine.

Do you get any error messages when the demo closes?

Thanks a lot! I have another update in the works...

Thanks a lot Casper!

Hi Casper

- It doesn't really have a date but it is not meant to be the modern day

- Next update is focussing on the game itself rather than weapon types

That's fair enough! You should be able to adapt it to 2D platformer though. In that instance the only facing and moving directions of the legs are going to be either 0 degrees (right) or 180 degrees (left)

There is a gait variable that you should play with. You'll find that the default function I am using will look good walking or running. You may want to decrease the amount of "bounce" in the body parts though too.

For a dragging leg, just point it at a static point behind the movement direction - i.e. don't use the counting function to animate it.

Yes it will be but you'll want to tweak the offset of the counting variable between legs so that you get the timing right.

If you want to do something like a spider, where all the knees are pointing in different directions, you'll need to apply a direction offset to the leg facing direction.

2 possible workarounds:

1. Build a physics based pathfinding system and you can use this in place of the "mp_" movement functions

2. Make the AI a non-physics object and invisible - then create a physics object that is always lerping towards the AI. More info on this post here: https://www.reddit.com/r/gamemaker/comments/82a4q2/an_idea_for_smooth_looking_pa...