Due to the overwhelming response from the hitbox and hurtbox tutorial I posted, and due to a lot of questions from you folks about how to do this particular thing, I’m going to show you how to set up a basic combo system.
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Object introspection (also called metadata or reflection) is a cool feature that gives users information about their objects and data types at run time. This means you can use information about an object in your favor to perform cool tricks.
Today, I would like to go over how to create effects in your games. We will be creating an effect object, controlling its behavior with a state machine, and using scripts to streamline the creation of these objects in game.
I will show you some simple AI concepts and how to set up different behaviors for your games. It may be better to stop thinking about AI as “intelligence” and start to think of it as a series of behaviors.
Today, the topic of discussion is object ownership. By assigning an owner to an object, which is usually another object, we can manage object interactions.
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It’s me again, back with yet another GameMaker basics tutorial, this time about parenting and inheritance. You can save a lot of time by creating a parent enemy object, which has common variables and code that all of your enemies may need, and passing it down.
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