Yes, the internal variable for an object's speed in Game Maker is <Object_Name>.speed.
objectfollow = name or id of object to follow. spd = speed to follow. { if collision_point(self.x,self.y,objectfollow,true,true) = false { mp_potential_step(objectfollow.x,objectfollow.y,spd,true) } }
use the action with the big up arrow
You have to make a collision event with the objects you want it to stop at. And then make itMove to Contactdirection -- 0maximum -- 12against -- solid objects or all objects; If the object you are colliding with is not solid choose the second optionI hope this was helpful.
In the step event, add a move towards action and put x as object1.x. Put y as object1.y. Enter the desired speed below. Of course, this is only an example and you would have to replace object1 (in both places) with the name of the object to be followed.
Change to another object with the same sprite
with (instance_create(x,y,objecttobecreatedbehind)){depth = objectinfront.depth + 1;}
in code:move_towards_point(object.x,object.y,speed)
Yes, the internal variable for an object's speed in Game Maker is <Object_Name>.speed.
objectfollow = name or id of object to follow. spd = speed to follow. { if collision_point(self.x,self.y,objectfollow,true,true) = false { mp_potential_step(objectfollow.x,objectfollow.y,spd,true) } }
It's a complex question. Using math, you can determine which side it collided on.
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use the instance_create function
Depth determines whether it shows up under or below an object if an object collides with it.
An instance is most commonly a [Object] placed on a [Room] -Battlemaster1
yes there is
Have it move without gravity keeping it on the ground.