Move Actions Move Actions The first set of actions consists of thoserelated to the movement of instances.The following actions can all be found on the first tab that yousee when you open an object and has the label ' move'. Theseactions are all related in some way to the movement and position ofan instance within the room.MoveMoveFixedUse this action to start the instance moving in a particulardirection.
You can indicate the direction using the buttons withthe arrows on it. Use the middle button to stop the motion. Alsoyou need to specify the speed of the motion. Head and neck surgery journal. This speed is given inpixels per step. Preferably don't use negative speeds. You canspecify multiple directions.
In this case a random choice is made.In this way you can let a monster start moving either left orright.MoveFreeThis is the second way to specify a motion. Here you can indicate aprecise direction.
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This is an angle between 0 and 360 degrees. 0means to the right. The direction is counter-clockwise. So forexample 90 indicates an upward direction. If you want an arbitrarydirection, you can type random(360). As you will see belowthe function random gives a random number smaller than theindicated value. As you might have noticed there is a checkboxlabeled Relative.
If you check this, the new motion is addedto the previous one. For example, if the instance is moving upwardsand you add some motion to the left, the new motion will be upwardsto the left.MoveTowardsThis action gives a third way to specify a motion. You indicate aposition and a speed and the instance starts moving with the speedtowards the position. (It won't stop at the position!) For example,if you want a bullet to fly towards the position of the spaceshipyou can use as position spaceship.x, spaceship.y. (Youwill learn more about the use of variables like these below.) Ifyou check the Relative box, you specify the positionrelative to the current position of the instance. (The speed is nottaken relatively!)SpeedHorizontalThe speed of an instance consists of a horizontal part and avertical part.
With this action you can change the horizontalspeed. A positive horizontal speed means a motion to the right.
Anegative one means a motion to the left. The vertical speed willremain the same. Use relative to increase the horizontal speed (ordecrease it by providing a negative number).SpeedVerticalIn a similar way, with this action you can change the verticalspeed of the instance.SetGravityWith this action you can create gravity for this particular object.You specify a direction (angle between 0 and 360 degrees) and aspeed, and in each step this amount of speed in the given directionis added to the current motion of the object instance. Normally youneed a very small speed increment (like 0.01).
Typically you want adownward direction (270 degrees). If you check the Relativebox you increase the gravity speed.
Note that, contrary to reallife, different objects can have different gravity directions.ReverseHorizontalWith this action you reverse the horizontal motion of the instance.This can for example be used when the object collides with avertical wall.ReverseVerticalWith this action you reverse the vertical motion of the instance.This can for example be used when the object collides with ahorizontal wall.SetFrictionFriction slows down the instances when they move. You specify theamount of friction. In each step this amount is subtracted from thespeed until the speed becomes 0.
Normally you want a very smallnumber here (like 0.01).JumpJump toPositionUsing this action you can place the instance in a particularposition. Download windows xp service pack. You simply specify the x- and y-coordinate, and theinstance is placed with its reference point on that position. Ifyou check the Relative box, the position is relative to thecurrent position of the instance. This action is often used tocontinuously move an instance.
In each step we increment theposition a bit.Jump toStartThis action places the instance back at the position where it wascreated.Jump toRandomThis action moves the instance to a random position in the room.Only positions are chosen where the instance does not intersect anysolid instance. You can specify the snapping used. If you specifypositive values, the coordinates chosen with be integer multiplesof the indicated values.
This could for example be used to keep theinstance aligned with the cells in your game (if any). You canspecify a separate horizontal snapping and vertical snapping.Align toGridWith this action you can round the position of the instance to agrid. You can indicate both the horizontal and vertical snappingvalue (that is, the size of the cells of the grid). This can bevery useful to make sure that instances stay on a grid.WrapScreenWith this action you can let an instance wrap around, that is, whenit leaves on one side of the room it reappears at the other side.This action is normally used in the Outside event. Note thatthe instance must have a speed for wrapping to work, cause thedirection of wrapping is based on the direction of the motion. Youcan indicate whether to wrap only horizontal, only vertical, or inboth directions.Move toContactWith this action you can move the instance in a given directionuntil a contact position with an object is reached.
![Spaceship Spaceship](/uploads/1/2/3/8/123803106/404859039.jpg)
If therealready is a collision at the current position the instance is notmoved. Otherwise, the instance is placed just before a collisionoccurs. You can specify the direction but also a maximal distanceto move.
For example, when the instance is falling you can move amaximal distance down until an object is encountered. You can alsoindicate whether to consider solid object only or all objects. Youtypically put this action in the collision event to make sure thatthe instance stops in contact with the other instance involved inthe collision.BounceWhen you put this action in the collision event with some object,the instance bounces back from this object in a natural way. If youset the parameter precise to false, only horizontal and verticalwalls are treated correctly. When you set precise to true alsoslanted (and even curved) walls are treated correctly. This isthough slower.
Also you can indicate whether to bounce only againstsolid objects or against all objects. Please realize that thebounce is not completely accurate because this depends on manyproperties.
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But in many situations the effect is good enough.PathsSetPathWith this action you can specify that the instance should follow aparticular path. You indicate the path that must be followed andthe speed in pixels per step. When the speed is positive theinstance starts at the beginning of the path. If it is negative itstarts at the end. Next you specify the end behavior, that is, whatshould happen when the end of the path is reached.
You can chooseto stop the motion, restart from the beginning, restart from thecurrent position (which is the same when the path is closed), orreverse the motion. Finally you can indicate that the path must beseen as absolute, that is, the position will be as indicated in thepath (this is useful when you have designed the path at aparticular place in the room) or relative, in which case the startpoint of the path is placed at the current location of the instance(end point when speed is negative). See the chapter on paths formore information.EndPathUse this action to stop the path for the instance.PathPositionWith this action you can change the current position of theinstance in the path.
This must be a value between 0 and 1(0=beginning, 1=end).PathSpeedWith this action you can change the speed of the instance on thepath. A negative speed moves the instance backwards along the path.Set it to 0 to temporarily stop the motion along the path.StepsStepTowardsWith this action you indicate a position and a speed and theinstance starts moving with the speed towards the position. Thereis also the possibility of assigning an object for this instance tocheck for while moving, and if any instances of the specifiedobject are encountered along the way, the instance with the actionwill stop moving. If you check the Relative box, you specifythat the x and y position is relative to the current position ofthe instance (this does not affect the speed).StepAvoidThis action is similar to the 'Step Towards' action, above.However, with this the instance will not only move towards thespecified x and y position at a given speed, it will also activelytry to avoid the specified instances that it encounters onthe way. The instances to avoid can be either only the ones flaggedas 'solid' or all instances in general, and in this way you cancreate a basic type of Ai for your instance.
If you check theRelative box, you specify that the x and y position isrelative to the current position of the instance (this does notaffect the speed).
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When you say 'infinite' do you actually mean wrapping/looping? Because you can't have a room that's truly infinite in any game. What you would do is have a very large room that has 'loop regions' around the edge.
When a player comes near that region they get teleported to another area of the room.However you also have to take/draw other objects that would be in that room. This is less difficult than it sounds, but can be tricky to wrap (no pun intended) your head around.
I would start with just showing duplicating the static blocks around the edges. When it comes to multiplayer this becomes even more complex, but isn't too bad. I don't want to get ahead of myself though.Too illustrate what I'm talking about look up. It does a lot of stuff like this. What i mean by infinite is ofcourse not a infinite room but a room that is made to feel infinite. Gonna use what i am trying to create in my game as an example.Say you have your spaceship.
You started of building a game that replicated Asteroids. When you fly into one side of the 'screen' you end up at the other side of the 'screen'.Continue on to advance the function of the game. You now want to have a larger playing field, But ofcourse you know that you cant have a huge room (100kx100k) because that would mess up your performance ingame.So you have your ship, maybe even a minimap in a corner, instead of fighting asteroids you fight other ships. When the enemy has about 20% hp left he is coded to retreat and he does that by putting as much distance between himself and you as possible, he starts flying away from you.You want the room to wrap around so you can continue on chasing him for an eternity if you want, but you do not want objects to wrap around the room too (example he flies away, if he runs to far away from you he should not end up on the other side of the screen).So if i take your instance of getting teleported to another area of the room, say to make it easy to opposite area of the room. If you are tracking this enemy and he ends up near the edge of the room, would he get teleported to?
Would that in turn means that he is now on the other side of the room and the tracking of this enemy via the minimap is on the other side of the room? That would make no sense. Instead of flying around in space it would be like running around a 'ball' of some sort.Example 2 would be if i played it in co-op mode with a friend. If i boost to the left side of the screen and my friend boosted to the right, then i would not want so that we would meet up when we 'wrap' around the edges.The perfect solution would be something like this, you have the room and everything outside of the room still gets created and so, using only minimal code so that it would not take up any performance or so. And then it just 'creates' more space when needed in that direction you are going.Not sure if this makes alot of sense but that is how the above mentioned games feels like when you play them.They usally have all their action centered around a very central point on the map/room.
Don't know what would happen if you fly towards the 'edge' of the map/room on those games but it felt that you could go on forever, now theres nothing out there but technically you could. I can guarantee that most games that use 'infinite' room wrap in the way I've described. It's just the easiest way to make the effect. It's more of a torus shape than ball, but regardless. For the minimap, you'll just be displaying nearby parts anyway, so you'd just have it wrap like anything else. It is a bit tricky to get your mind around, but is surprisingly easy to do.In gamemaker you could, technically resize the rooms with roomsetwidth/height, but those only work rooms that you're not currently in.
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So I don't see how you could use them effectively.Another option would be to dynamically create rooms of limited size that have no transition effects between them. You would have to do similar tricks as with wrapping rooms, but you could make them seem a lot bigger. You would do this with the and other.I feel like this would be a lot more complex, but is probably more what you're trying to go for. When it comes to multiplayer it'll be hard since I don't think you can have two different rooms active at the same time, but you would probably want to limit the distance a the two players could be from each other and you just have to make a boarder of where the rooms would switch larger than that distance. I think online multiplayer is different. I have no clue though! I've never done any online stuff with gamemaker.
I was specifically talking about local. If it's online I'd assume you'd be fine with different players in different rooms.However! What could happen very easily is players won't be able to see what the other player is doing in the other room. You may be able to get around that by check instances in that room and drawing them into the other (which you'd have to do anyway), but I can't say for certain.Good luck! I hope you get everything working!. Have you tried chunk generation?
Not too sure how well it will work for a space game (might just be easier with no terrain to generate) but you can keep generating chuncks (GM room size isn't very important, it will let you continue to generate objects way past your room size, nearly infinite I think.)As long as you deactivate all instances in chuncks that aren't being used, performance shouldn't take much of a hit. And the actual code required isn't very difficult, there are simple tutorials on YouTube.
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