A New Hope
- Toby the Cat
- Mar 16, 2024
- 2 min read
Time: 01:24
I recently finished following a tutorial by the amazing Peyton Burnham, I must say I really found the project fun and educational. Sadly at the time I didn't think to blog my progress though it. I may well re go through it at some point and do such a thing as there are bit's of it I found really useful.
I've decided though to start over using a tutorial from Shaun Spalding, I have followed and watched there stuff in the past and found them to be really excellent teaching tools. This will be the first time actually following along with such a detailed piece of work though. I intend though to make my own changes as I go through, I have my own naming conventions and such etc. I also plan on being more organised on how I organise and annotate stuff etc.
This is the first time using a collision system built in a different way, using tiles as opposed to objects, in theory this should be easier and cheaper to maintain. Already found one massive advantage, very easy to change floor effects which is something I wanted to look into later.
The "red areas" are supposed to be impassable solid walls. Not implemented yet are the old "yellow areas", these were supposed to be pits you can't walk over but would be shot or flown over.
One new area which worked really easy are "blue areas", these essentially just slow the players movement. The second test area, the "green area", currently does nothing in itself but step on it and it changes to a "blue area". The logic here is that it could be a hidden trap or floor that, with a simple timer, would turn into a pit.
Time: 15:39
Don't ask me why this has been such an annoyance today but when I increased the sprite mask to include the full sprite left and right I ended up with a gap on the right instead of being flush to the wall. The problem with referring to older guides is as stuff gets changed in the Gamemaker program itself these things can cause little errors like this....
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