Even better (high speed) moving platforms
High speed moving platforms present us with an issue. Let’s see how to fix them and obtain bulletproof movement and collisions.
This series covers the creation of a Platformer Engine in GameMaker Studio 2. It covers basic platformer mechanics as well as basic GameMaker workflows. The final project will be a small, playable platformer game.
High speed moving platforms present us with an issue. Let’s see how to fix them and obtain bulletproof movement and collisions.
This article is about better moving platforms in GameMaker which can carry multiple objects without lags and with pixel perfect collisions.
Here’s how to code vertical and horizontal moving platforms in GameMaker Studio 2.
Where are we now? So far, so good. But we can improve. In my previous post, we started coding the very basics of movement and collisions. There we understood the general idea that, since we’re making a low resolution game, we might as well check for collisions at each pixel. Replace magic numbers There’s no…
In this article we’ll see how to implement jump through / one way platforms. If you remember from my previous article, we kept a separate object hierarchy for jump through / one way platforms. That’s because we use them differently in our collision checking; had we made them children of solid objects, we would have…
In this series, we’ll see how to code a platformer engine in GameMaker Studio 2. It’s mainly for low resolution games but it can be tweaked to either simulate fluid, hi-res movement or to accomodate optimized collision code for hi-res games. This engine It will include pixel perfect movement slopes moving platforms jump through platforms…