This random number will be a decimal, though that's not important in your scenario, but keep it in mind when you want to compare a random number with an integer number, that it'll need to be rounded first. (and then set the y position to 0 to make them appear on top of the screen) You can then continue to use that randomx for the x position where you spawn your enemies. The value I filled in is 100, but in your case, it should be the maximum width of your game screen. A Trial version of GameMaker Studio 2 will be available for free, to allow you to explore all of the new innovations on offer. If you think the projectile is too fast or too slow, you can modify its speed in its Create event. At launch, a GameMaker Studio 2 desktop license (allowing export to Windows, Linux and Mac) will be available for a one time purchase of 99.99. )įor example in the Step Event: var randomx = random(100) //this will choose a random decimal number between 0 and 100 Should make for some interesting gameplay You can change the interval between each shot by going into Alarm 0 and modifying the value in the Set Alarm Countdown action (which is currently set to 90 frames, or 1.5 seconds). (If you want to use a different minimal value, use random_range(). With this, you can set a value to set a value of which random number it should make, between 0 and the value you set. ![]() Once you have an object, then use a random() value GameMaker is Object-oriënted, so understanding objects is a core mechanic to understand it's functionality. If you want to add functionality to a sprite, then use objects instead (and assing a sprite to that object). ![]() First off: Don't use just sprites for enemies, as sprites are just the image without functionality behind.
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