Unexpected symbol in expression game maker
I had a question regarding whether or not this was intended behavior? It seems as if the player collision mask overlaps the wall objects? I wouldn't say it's "intended" behavior, but it is acceptable behavior. The player would never see the mask, so they wouldn't know anything is wrong.
At most it would overlap by a pixel or two, and as long as it's not causing any shaking or jittering, it should be fine. This essentially happens because we are using a larger app surface than our view, meaning that the difference between the coordinate positions of 4. So the player's y value is something like 4.
Love the script but I have an issue now. I used to check "speed" for certain things not set but now none of that code works. Is there another way to check the player speed so I can fix this? This is a tip for those who bought this awesome script. You can fake it with two ramps above and below each other like the angled path to the right in the demo. Beyond that, no. I'd like to know that before buy. It can also be converted to use tile collisions there's a blog about it posted here.
I want to ask, if your assets are on some license? Or if i made game for sale, could i still use it with no extra payment? You can use them in any project: personal or commercial. The only restriction is sort of the obvious one: don't buy the package and then turn around and re-sell it.
That's a real dick move :D. I don't suppose you have a tutorial, do you? I am trying to figure out what parts of the code I need for my keyboard controlled top-down game. My hope is to use the Basic code. I understand some of what I need, but maybe not all of it, or where it should all go.
Do I need the General Helpers or Vec2 scripts? What I have done doesn't seem to work. I apologize for my ignorance. I'm trying to figure this out, and there are very little comments within the code. Any advice would be appreciated. Yeah, sorry, a tutorial is planned but on the back-burner a bit.
Ultimately the only thing you NEED is to call the script. You do the work to determine the direction you want the character to move in.
You do the work to determine the speed you want the character to move. Pass both of those to the script and it will take care of the rest. If you have further questions, feel free to hit me up on Discord.
This asset is great! It makes collisions feel much less clunky, I'll probably continue to use it for quickly jumping into top-down games for ages. Tiles is great for just about everything, but I usually use objects for destructible obstacles. I recommend moving to tiles for destructible objects, honestly.
It's very easy to add and remove tiles to and from your collision layer. Thank you so much. Whenever I've tried to detect both objects and tiles before in one check it would go completely wrong.
I was checking or instead of and, which usually resulted in players that can't move at all. Adding and removing tiles would work in most cases, but I like the destructible objects to have their sprites collision masks, and be able to be freely positioned.
With tiles I would need need to stick to the grid and tile size , and every object that has a unique collision requires me to change my tile sprites, which I can see being tedious. First, thanks for all you do for the GM community. Can you help me with something I don't quite understand with this method which looks awesome btw? That would make the collision mask identical to the shape of the sprite, right?
If that's right, how did you get the collision mask in the example game above to not include the sprite's hair? Are there two objects the character and the green box that move together with only one the green box checking for precise collisions?
This is obviously important for our favorite genre of game 2. I don't see how this problem is solved just given the code above. The player object has "collision mask" assigned to it. This is set in the object panel just below where you assign the sprite.
The object will use the assigned sprite's mask for all collision checks. This way I know the mask is lined up and positioned to the character as I expect. Thanks and I'll post this clarification in the yoyo forums so you don't have to! Just to make sure I've understood you, you are using a different sprite for the collision mask the green square. Otherwise it won't work, right? I think I get it now but honestly it's pretty crucial to the setup that we understand that any moving objects calling this function are likely to need a separate sprite for their collision mask and both the calling instance and the checker object need to have precise per frame turned on not just the checker object.
Maybe that was obvious to you but not to me because I've never had to do that before; rectangular collision masks always worked fine for me so I just haven't had to do something else. There might be quite a few others that get equally confused when they get everything set up, but haven't picked a different sprite for the collision mask, and find that their character sprite's head is triggering collisions; or, because they didn't turn on precise per frame in their character object, bounding boxes end getting used instead of precise checking.
I don't know if you can edit the yoyoblog post to clarify that now but it might help others avoid some headaches. Awesome job though! I really like how this method combines the best of different approaches! A compiler error happens when your game encounters some type of error that the syntax checker may not have been able to detect - it's very easy to forget to declare a variable or mistakenly type a string as a real, for example - or when an error is related to how you have set up the compile tools from the Platform Preferences for the target platform.
These errors will be caught by GameMaker Studio 2 as the game is being compiled and this information will also be shown in the Compiler Error Output , as shown below:. If a window pops up it's usually a Runner Error, which is explained here.
You can then double-click on any of the compiler error entries to open the given asset at the position flagged as giving the error, and then you can use the information contained within the message to pinpoint exactly where in the object or script the error has occurred. However, sometimes these errors can seem a bit cryptic, so below you can find a complete list of all errors and a brief explanation of what they mean:.
Compiler Errors. Click here to see this page in full context. Back: Error Reporting. A previous compile error has caused the compiler parse tree to not be created and thus the compiler has no program data to compile. Like this: Like Loading Comments 4 Trackbacks 0 Trackback. Subscription Enter your email address to subscribe to the SoulScroll and be notified by email right when a new article is posted.
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