Issue resolved, Amazing!
Thank you.
This could be a bug im not sure, when copy/paste all the objects, sprites and scripts one by one over to a new project the ramps stop working, and you cannot push blocks onto them?
however re-downloading the project file and editing the project everything works correctly?
I have been able to recreate this problem at least 3 times on this computer i see if i can recreate the problem on the laptop.
Either that or im missing something obvious and just not realising it.
I dont know if this helps at all?
1.25 onwards i tried the fix of _player.position.z_height but this only seems to make the collisions break.
At 2.29 i am trying to show that the player and the block have new Positions so they should not be effected by each other ? i wonder if you can replicate this at all on your end ?
Can anyone help with this!
so i have added pushable blocks using a cutdown version of the player code
.... however this script/function "update_slope_object(o_player, 0, 32)" seems to be affecting the player and the block whenever i go near a ramp with a block.
is it because of this line in the function?
position.z_height = lerp(_z1, _z2, _ds)
and both the player and block are using "position" ?
With help from the gamemaker discord they came up with this,
Global left click is the same as the demo file, on the Global right click i added follow_path = true
if follow_path = true{
var points_array = path
if array_length(points_array) = 0{
speed = 0}
else{
if point_distance(x,y,points_array[0,0], points_array[0,1]) > walk_speed{
move_towards_point(points_array[0,0],points_array[0,1], walk_speed) }
else{
x = points_array[0,0]
y = points_array[0,1]
array_shift(points_array) }
}
}
This works really well!Rafael,
Im sorry if has been asked before. But have you ever throught about doing an "Overworld Map" asset/tileset pack.
Something like this ?
https://mattwalkden.itch.io/rpg-overworld-tileset
Thank you for your reply.
I have created a hierarchy o_blocks_parent with, o_blocks and o_ramps as the children. And updated all the collision code with o_blocks_parent. And cleaned up my previous code in the above comment with; if instance_place(x,y,o_ramps){ position.z_step = 4 + abs(speed+1)}else{position.z_step = 4} this way i cant "climb" on anything and it works buttery smooth.
You will be named in the credits.
Thank you very much for this tutorial series!!!
I have added some code to the player so that you can increase/decrease your max speed from 0 to 12 by clicking the left/right mouse buttons.
I have made some ramps and placed blocks next to them. At a slow speed the player can go up and down the ramps and continue along the blocks fine.
However when the player goes up the ramp in a faster speed, the player will collide/bump with the next block and stop, before continuing again.
The work around I found to stop the collision/bump, was to increase the z_step.
"
if instance_place(x,y,o_ramp_LR) or instance_place(x,y,o_ramp_RL){
position.z_step = 16;}else{position.z_step = 4;}
"
without posting a video or the full code/project here.
Is this correct?
What about
"Game Jam Volume 1" with 25 awesome tracks and 5 loops, ..Volume 2, Volume 3, etc
or
"Game Jam Volume 1 - Platformer Music" with 10 tracks and 5 loops
"Game Jam Volume 2 - Side-scroller Music" with 10 tracks and 5 loops .. for example.
This way you can keep evolving the packs without too much clutter.
Thank you!
Thank you very much for this asset pack, stay tuned to see it in action in Cosmic Strike The last sub sector
https://store.steampowered.com/app/2060470/Cosmic_Strike__The_last_Sub_Sector/
Thank you!
Thank you very much for this asset pack, stay tuned to see it in action in Cosmic Strike The last sub sector - Storyline!
https://store.steampowered.com/app/2060470/Cosmic_Strike__The_last_Sub_Sector/