As Spacey McSpaceface, it is your duty to ensure that this rocket liftoff. Engine, GameMaker Studio 2. Name, Ellian 3. Advanced Spaceship Movement (self.gamemaker) submitted 2 years ago * by HSFOutcast. I am trying to: Spaceship should follow mouse cursor (already done), turning towards mouse cursor should have a delay, ability to thrust, reverse and jink/side stepping the ship towards/around the mouse cursor. Game Maker Professional v1.4.1757.
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Hi, Can somebody show me how can I 'stick' to each other the different physics objects rigidly? I wanna to make a spaceship game where you can build your own ship by parts (objects).
Its should be same like a many game. Like in Rovercraft, Reassembly, Defect, and a lot of game which similar like these where you have objects to co-orporating as one big merged object. I can exactly show you what I wanna to reach: As you see it made with game maker, so it should be possible to do in GM. Important that the spaceship move by its thrusters (applied forces on these)! I tried a many way to do it from physics joint to synchronize x-y coordinates, but every time I had problem. I asked again and again in forums but nothing worked properly.
I believe it have a perfect method to do it. Please help me I'm looking for the solution a long time ago! You want to have one 'parent object' that is the first piece the person puts down. This first object should be the only one that has a physics 'body.' Then the rest of the objects will not be physics objects themselves, they will simply add a fixture to the original body and parent their transform to the original object.
You want one body with many fixtures, not one fixture many bodies. For the fixtures on the 'child' objects, bind them to the object or instance id of the parent object (using the 'target' parameter of ) • • • • •. To add on to my previous reply, there's three different things here: • GameMaker 'objects' with a sprite attached to them • Box2D (the physics engine) bodies • Box2D fixtures The gamemaker 'object' does not innately have physics applied to it, and it doesn't have to have a sprite either, but in this case each piece should be an object with a sprite. The parent object should be an object with a sprite and a physics body. The child objects (add on pieces) should be objects with NO physics body that simply add a fixture to the body of the original parent object, and then parent their transform to that of the parent object. So, the steps: 1- Add physics for one object (name: obj_core). 2- Add fixture for the other objects without physics.
Simply I need to set the target for each objects at physics_fixture_bind_ext like this: physics_fixture_bind_ext(fix,obj_core); Do I need to use different fixture name for every object? I don't need to set fixture for the physics objects, right? I don't know what you want to say with 'and parent their transform to the original object.' Maybe my english is not so good. Can you explain me this part?
So, I tried do my best but the different thruster objects not coorporate together. If I press the W button the W thruster objects go forward but the other ones rest at there original place. I'm sure I can't do properly. If you want I will send you my project files in private message, but if you can write me step by step and explain that part, should be enough. Thank you for your time and sorry why I'm still uncomprehendingly.