Go ahead and play the game and see what happens if you touch the red box. In the step event, add the following code:. It moves 50 pixels every frame, compared to your character that moves 5 pixels every frame.
The second part of the code checks to see if the Y position of the object is at the bottom of the screen. If it is, it sets the Y to zero, which is the top of the screen. Instead, it teleports back up to the top of the screen when it reaches the bottom. It just controls some things for us, namely time.
Create a new Create event in our world object. A variable stores something for us, like a number, so we can use it somewhere else. Putting global. Now, proceed to make a Step event for the world object. To break down the code a little, first we check if time is below 1. If both of those are true, then we increase time by 0. So, if you hold down A for one second time will increase by 0. We do the same thing again but this time to check for the key D and to lower the amount. This code makes sure time stays between 0.
Now we have to make the time variable do something. Now, go ahead and press F5. From here, you can move on in the development process to more game logic, doing some pixel art although, how could you improve on my masterpiece here? About us: Career Karma is a platform designed to help job seekers find, research, and connect with job training programs to advance their careers.
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Start your career switch today. My GameMaker Studio 2 Workspace has an interesting background. A blank canvas for our game. Our GMS 2 workspace is filling up already. A red box appears! Control time itself in your new game. What's Next? Want to explore tech careers? Ethan Scully Ethan Scully is a writer, editor, and game developer who managers Career Karma's content partnership initiatives and is currently based in Istanbul.
Share This. I may not have said this too well, though. It has to do with some of the "under the hood" stuff and I am not as knowledgeable as I'd like to be about some things like CPU processing. I just have some of the basic understanding that allows me to get it but not really explain it too good, due to not knowing all the proper terminology and some other things.
I probably went to far with the information sharing, but maybe it will benefit someone. And if I'm a little off on something, I'm hoping someone will correct me so I can learn as well and thus be better enabled to help other people as well as myself, so we can all be better at making good solid games.
Because it's all about the game. I'll try to give an example. Sorry in advance if it's not that good though. I need to get to sleep and wake up for work in just a few hours, so gotta be quick: So, for example, say you have a precision platformer, and you made this one jump just barely possible without using delta time on the physics.
Then you implement delta time on your physic's logic. You would then find sometimes you would come short of the jump just slightly, even if you jumped at the right timing, and other times you would make it a little further.
If you got a sudden and huge lag spike right at the end of a jump, you can get weird results. You can still accomplish similar things manually by using timers and a boolean or two, only allowing objects to be active and respond to things so long as a global allows them to do so.
The thing with waits are that they do stall everything, and a lot of programming languages provide for that, but I don't hear much of a wait being called in anything beyond a console application, because outside of multithreading you're stopping everything and that's generally not a wise decision. It's different in a command prompt situation where everything is conveyed as lines of text, but once you move past that it's generally wise to use timer variables or something like GM's alarms which are the same concept, just automated to a fair degree for you.
Generally, if you feel the need to call wait , there's probably a better way to do what you're trying to do that won't tick off your entire program update cycle. How could I do that? You don't need a wait. Objects update every step on their own. If you have a Step event, the code within it executes every frame. The default room speed is 30, so Step would run about 30 times a second.
That said, room speed can be changed, so let's make this a bit adaptable. Last edited by Zaron X ; 4 Jun, pm. That's a slight bit trickier to manage. The former case ends up requiring some interesting collision handling if there's any sort of gravity involved, while the latter raises the issue of keeping the player's position aligned when the stage moves.
Either way, my advice past that becomes largely speculative, though I think I at least get the gist behind doing either. Thanks, I guess I'll figure it out.
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