Apart from the respective spriting for each kind of movement, my new code is coming along very well. The article from the Game Maker Community forums which I ended up basing my code on involves setting custom variables which fill in for numerical values, so the code is really easy to adapt and change without having to find every value on a long page of code! You can read the thread here. The values act like game settings, rules and regulations:

  • Gravity: 0.7
  • Gravity Direction: 270 (downwards!)
  • Player Speed: 3 (pixels per step)
  • Image Speed: 0.3 (the speed the sprite images loop)
  • Player Friction: 0.2
  • Jump Speed: -9
  • Climb Speed: 3
  • Maximum Up Angle: 5
  • Maximum Down Angle: 6

Following these variables give a continuous, consistent movement. They are very rarely ignored, with the exception of the climb speed which ignore the pull and direction of gravity!I would also like to mention a bit of a personal achievement; I’ve lifted a burden which I’ve been carrying during this whole project. GML uses a lot of symbols to lessen the task of the coder. For example,
“=” means “is equal to” (as you may have guessed)
“&&” means “and”
“||” means “or”
“!” means “not”
and so on. The ones I have always embarrassingly struggled with are:
“<” less than
and “>” more than.
No matter how hard I tried, I just couldn’t remember which one was which, and was often using trial and error when it came to implementing them. I tried writing down the meanings and memorizing them, but nothing was working. I googled my problem to find the cure and found this from mathsisfun.com (this makes me laugh). Now I can’t believe I ever had a problem!

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About push start to begin

Hai, my name is Suzi and I study BA Digital Media Production at the Arts University College Bournemouth. I make pixels more interesting using colours and movement. My main aims in life are to create, play and be happy.

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