Today I'm going to tell a bit about implementing "click and drag to scroll" type of effect in GameMaker. This particular thing is useful for strategy games (and normally bound to middle mouse button), applications (where visible area may exceed available window space), and various mobile games and applications (where visible area may be panned by tapping and dragging the finger).
Effect itself looks like this:
This minimalistic example provides you with a function to shuffle strings. That is, returned string contains all characters from source string, but mixed in random order.
In some cases, you may want object's AI to not pick exactly perfect path.
This example demonstrates creation of a basic "flawed" AI, that uses a rather plain method of finding path. Such will still make it reach destination in many cases, but will also allow player to "fool" the AI, making it stuck in dead ends or T-intersections (if player is standing right behind the wall).
To illustrate simplicity of concept, example is largely made in Drag & Drop.
It's like drifting. On a spaceship. In space.
This is an example of managing angular motion in GameMaker.
In turn, that means having angular speed with acceleration, friction, and limitation.
Such can be particularly useful for simulating a more 'smooth' rotation behaviour, when object will not start or stop rotating instantly.
If combined with relatively properly written code for linear motion, this can grant pretty nice behaviour for space games.
Also there's a "trail" effect added, originally just to demonstrate how it works.
Everything is pretty nice and simple.
This simplistic example demonstrates how to cycle backgrounds in a room at a fixed rate, as you would do with images in a sprite.
Obvious advantage of cycling (animating) room backgrounds is that these are handled and drawn by engine, which makes them generally faster than something you can achieve in a short amount of time.
Seen method supports any number of backgrounds larger than zero.
Let's just say that art assets for this example are from abstract collection.
While I have made this example a long time
ago, it appears that questions about such still are common, and thus it would make sense to give it a 'searchable form' of post here.
This example demonstrates creation of 3 things:
- Coins, as a basic collectable item.
- Floating text, which is used here to display '+1' on picking up a coin, but has many other uses.
- Shops, as objects that sell you useful (or here, useless) things for coins.
Overall, rather simplistic, however still useful for ones that do not know what they're doing with these.