- 3d Physics Games
- Gamemaker Studio
- Cool Physics Games
- Game Maker Physics Without Plugin
- Game Maker Physics Platformer
Posted by4 years ago
Archived
3d Physics Games
Hello folks,
Most instances in my game use the physics engine for movement and collision. However there are a few that don't need it. Mostly graphical effect stuff. However just setting the speed variable of those objects doesn't make them move on their own. I have to use motion planning (ie mp_potential_step) then they'll move at whatever the speed is set to. Any of the other move functions I've tried (motion_set, motion_add, move_towards_point) do not work.
Our powerful event sheet view empowers you create and modify your creations. Bring your ideas into reality. Construct's been designed to allow you to build the game you've always wanted to make. But I felt the stuff I discuss here was an important groundwork to establish before diving in with the physics functions. Game Maker's Toolkit - Duration: 17:34. Okay, we have our physics enabled room and our objects, but we haven't actually given our objects any physical properties yet, have we? We need to tell GameMaker Studio 2 what properties the physics body will have, which will determine how it interacts with other physics bodies in the game. This is done by defining the fixture. Physics objects have totally a different set of variables. If you need to move something around in a physics world, and you don't want the physics to apply to them you'll have to set it as a kinematic object (there's a tick box in the object's physics properties, and set the density to 0). GameMaker Studio 2 Demos and Tutorials. Space Rocks - DnD. Space Rocks - GML.
This is odd. Nowhere in the documentation about physics that I've seen states that physics enable rooms would cause something like this to happen. I have tried placing the object in a room without physics and those functions all work fine.
Any idea?
EDIT: I 'fixed' it in a way. Instead of using move functions I used:
in the step event. This works for some reason, despite being basically what something like motion_set would do. Ah well.
3 comments
When using physics to create your game in GameMaker: Studio, along with using fixtures on your Objects, you need to set up the Room to accommodate for physics.
Gamemaker Studio
There are two properties on the Physics tab of the Room Properties window that you need to learn:
Windows 7 32 bit desktop. To avoid data loss, you need to backup your computer with AOMEI Backupper. However, there is a risk of data loss.
Cool Physics Games
- Gravity: Gravity is calculated as a vector (a quantity having direction as well as magnitude, which determines the position of one point in space relative to another) using the X/Y coordinates you input.The length of the vector indicates the force of gravity, and the direction indicates the direction of pull. So, a vector of X = 1, Y = 1 provides a weak gravity that pulls Objects up and to the right, while a vector of X = 0, Y = 10 creates a strong downward gravity.
- Pixels to Meters: GameMaker: Studio uses real-world sizes when computing functions, which means that you need to translate your pixel sizes into meters.This value controls how that ratio works, with (for example) a value of 0.1 being a ratio of 1 pixel = 10 cm. This value should not be any extreme value, such as 10, because it will cause problems.
Game Maker Physics Without Plugin
The in-software Physics tutorial has a Room for physics already set up. Here is a walk-through how and what you need to do for your own game. To set up the Room for physics, follow these steps:
- From the Resource tree, right-click Rooms and then select Create Room.The Room Properties window appears.
- Click the Physics tab, as shown in the figure.The Physics properties appear in the Room Properties window.The Physics properties in the Room Properties window.
- Select the Room Is Physics World check box (refer to the figure).You just told GameMaker that this Room should use Physics for the Instances of Objects during game play.
- In the Physics World Properties section, in the Gravity field for X, leave the default at 0.0.
- Isy 994i admin console download. In the Physics World Properties section, in the Gravity field for Y, type 0.0.You don’t want gravity in your asteroids game, because it takes place in outer space. If you do want gravity in your game, so that Instances naturally fall down, leave the default setting of 10.0.
- In the Pixels to Meters field, leave the default of 0.1000.
- Click the green check mark.The Room Properties window is saved and closed.
Game Maker Physics Platformer
The default value for Pixels to Meters works well for this game, but make sure that both the X and Y coordinates for the Gravity vectors are set to 0 (that is, if you’re making a space game and you don’t want gravity to interfere with the player’s ship or the asteroids.)