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Or for creating some objects that are affected by gravity while others are not. You cannot have multiple gravity forces acting on a single instance through the built-in GML gravity variable. Deceleration, slowing the instance, until speed reaches 0.

Friction has no direction; by its nature it works in opposition to the present direction of the instance it is working on, by reducing its speed until it reaches 0. You can change the values of these functions in any mathematical way you can imagine. Understanding the math is important to getting the behavior you expected.

Instance is displaced by n, n pixels relative to current position. Instance rotates by n degrees toward the new direction each step until it faces the new direction. For controlled rotation, simply add or subtract from direction when the control event occurs. For example:. The variable turn is the number of degrees per step that the instance is able to turn. Adds a vector to the existing motion, preserving the original speed and motion and combining their values with the new vector.

Useful for simulating inertia. As you can see, most normal motion can be expressed through simple value assignment the equals sign or through addition or subtraction. Other math is possible, of course.

These numbers are just numbers, and you can perform any math on numbers. You can get some interesting effects using multiply, divide, exponents, square root, logarithms, trig functions, etc. One gml function that is very useful for movement is lerp , the linear interpolation function. You can even use lerp to extrapolate rather than interpolate, by using a value greater than 1 for the amt argument.

The help file provides a cool example that you can use to predict the position of an instance one second in the future based on its current hspeed and vspeed:.

GML provides a few functions that are useful for determining where things are, which can help you know where you want to go:. Finally, you may want a position that is some distance from a point, in an arbitrary direction. To do this you can use trig functions;in GML, the trig functions all take the angle argument in radians, and direction is in degrees, so you have to convert direction to radians using degtorad.

Actually, in GameMaker, there is a pair of functions that do this math for you. Download: Sprite rotation with inertia demo. This approach is not right for all games, though. For example, the original Legend of Zelda had separate views of each side of each character: front, back, left, right. These were not simple rotations of the same image, but rather were different images depicting the character from the front, side, side, or back.

There are a lot of ways to implement a 4-sprite system. You could use a single object, and just change which sprite is drawn based on the direction the object is facing. Or you could create a group of objects, each one representing the character facing a given direction. The four-object approach sounds like more work and more complexity, but it actually allows you to keep each object much simpler.

Next, create all your sprites. So, this can be a lot more work to create all the graphics. The above example is easy to understand, but not optimized. If you want to avoid running unnecessary code, you can nest the if statements, or use a switch statement.

Note that the above approach will check and re-assign the sprite every single step. If you have a lot of instances to draw this way, it could hurt performance. If we can know when the direction will change, then we can know when to switch the sprite.

And knowing this is quite possible. If this is a player-controlled object, you can change the sprite in the Key Press event for keyboard-driven controls; this way the sprite assignment only happens in the first step when the key is pressed. You can set speed and direction here as well. This is an easy way to get the object to stop when you release the key. Try each approach to gain an appreciation for how each one feels.

Why go through all that trouble? For example, say we have a character who is invulnerable on one side, like the Darknut enemy in Legend of Zelda , who is invulnerable to frontal attacks. So with this approach, you only need to determine which side the attack came from, not which side the attack came from AND whether that side is the invulnerable side. This reduces the amount of work you needed to do to resolve the collision, roughly by half. The code is simpler and easier to understand and troubleshoot, as well.

Another example, if your controls are dependent upon your facing direction, it makes implementing this much simpler as well. Forward and Backward are not absolute directions — they are relative to the facing of the character. Not only do you gain performance, you also gain ease of troubleshooting. But you can make pseudo-immutable variables if you assign the value once and only once in your code, e.

Tip: Create a parent object for your group of facing objects. Or if you want to, you can create even more sprites and allow 8-directions or even 16 directions. Say you want a more realistic spaceship game, where there is inertial motion.

Your spaceship has forward firing thrusters which accelerate you when they are on, but you continue to move at your forward speed in the direction of thrust even after you turn them off.

Furthermore, you have directional thrusters which can rotate your ship, but all they should do is make you spin — not change your main thrust vector.

How do you make that? And, when you fire the thrusters, you need to add a motion vector to the instance, in the direction of facing, rather than in the direction of motion:. This is useful for scripted motion, where an object needs to follow a specific, known route through the room. Paths can also be scaled. Release Notes. GameMaker Community. Join thousands of other GameMaker users to discuss all things GameMaker and beyond.

Get Started. Account Menu. Start Now, It's Free! Let's Make a Game Everything you need to start making games. Check Out Tutorials. See The Showcase. Main Features.

Workspaces are optimised to bring everything to your fingertips. Use our powerful Image editor to create and edit graphics and sprites. Wide Shot: The streaming splurge is changing how Hollywood deals are valued. AGBO is looking at Nexon games that it could develop into entertainment franchises. AGBO co-founder and Russo producing partner Mike Larocca said the companies expect to announce specifics of how they might collaborate in the coming months. Nexon was comfortable with that arrangement because the two sides agreed on their vision for creating popular franchises, he said.

Hollywood is in the midst of a flurry of deals as investors and companies try to get an edge on the competition for content as the audience rapidly consumes films and series on streaming services.

The demand has resulted in some astronomical valuations. A sequel is on the way. Women took to social media en masse in June of last year to report sexual misconduct at game companies.

The French newspaper Liberation delved into the complaints and encountered a toxic work culture. It was not only about sexual harassment, but also other forms of intimidation. The French union Solidaires Informatique filed a lawsuit against Ubisoft in According to workers who spoke to the French newspaper in May Le Telegramme little has changed within the company. Sexual misconduct and discrimination are not isolated issues at specific game companies. Since , stories have been released about small and large game makers at every level of the industry.

Independent developer Alec Holowka committed suicide after being accused of sexual harassment and emotional manipulation. Last month, a female ex-Sony PlayStation employee sued her former employer for discrimination in the workplace. Promotion would be virtually impossible for women within the company. Currently, about



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