Introduction to Steering Behaviors in GameMaker Studio 2

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  • Опубліковано 9 лис 2024

КОМЕНТАРІ • 17

  • @Xplorates
    @Xplorates 2 роки тому +3

    You sir have such an underrated channel. Thank you for this video, it's exactly what I needed!

  • @eniolotero8808
    @eniolotero8808 Рік тому +1

    This is unbelievably good and instructive. Full of knowledge and yet simple and clear tutorial. Thank you!

  • @Robocat754
    @Robocat754 Рік тому +1

    Even though I don't use game maker to build my game right now. Your tutorials are really helpful to me since you explained all those math concepts behind the code. I've seen a lot of tutorials which don't bother to explain.

  • @chrishodgkinson322
    @chrishodgkinson322 3 роки тому +1

    Brilliant. Very easy to understand explanations. Can't wait for the next one.

  • @rorayroray7676
    @rorayroray7676 3 роки тому +1

    exactly what i need for my project at the moment. i'm looking forward to play with what i just learned in gms. thank you very much!!!

  • @Zoyous
    @Zoyous 2 роки тому +1

    This is great! My only suggestion would be to consider gathering these all into a playlist, because I found this video and started working through it before I found the first video on Vectors.

  • @misterr3083
    @misterr3083 3 роки тому +1

    Fantastic video. Such amazing content Mr Spade!!! Thank you so much.

  • @thirdworldrider6991
    @thirdworldrider6991 9 місяців тому

    thanks for this i am making my space game and this helps!

  • @robinzeta9431
    @robinzeta9431 2 роки тому +1

    I'm enter to the GameJam for GXC, i want to make a enemy with good attack patterns, thank for the video

  • @headspin4120
    @headspin4120 3 роки тому +1

    Thank you again!😀x2

  • @liammorgs01
    @liammorgs01 Рік тому

    Hey dude! Great video, I'm just wondering what you use to do your animations? Thanks.

  • @e_buffturtle
    @e_buffturtle Рік тому

    How would I go about making my enemies pursue the player and avoid solid objects for example walls? I want them to be able to navigate around walls to find the player almost like A* pathfinding but this is more fluid. I'm also keeping separate collision codes so if the enemy collides with a solid object, its state changes bounce away from the wall, and then resets to the pursuing state.
    I tried messing around with the full project by editing the room and adding a wall tile but the ship seems to flee from it indefinitely. I also noticed I had to give the solid objects the initial creation event variables for the ships to identify them as part of the same vectors.
    I believe that the solution is to lower the flee range of solid objects for the enemies but I'm not sure how. Can anyone please help?

  • @stephenosi7586
    @stephenosi7586 2 роки тому

    I have copied the code, almost verbatim, I just changed mouse.x and mouse.y to player.x and player.y but I keep receiving this error :
    ERROR in
    action number 1
    of Step Event0
    for object Vector02:
    Unable to find any instance for object index '-9' name ''
    at gml_Script_anon_vector_gml_GlobalScript_vector_561_vector_gml_GlobalScript_vector
    II dont know if anyone else is getting this error but I have no idea what '-9' is and have never created object named '-9'. Anyone have a clue to what my issue is?

  • @darthclips5080
    @darthclips5080 Рік тому

    What is solid parent

  • @oom9112
    @oom9112 Рік тому

    But how to steer away from obstacles
    Or
    How to avoid collision

  • @maxterwel4100
    @maxterwel4100 Рік тому

    For some reason my seeker gets turned invisible even though i copied everything exactly?

  • @derpmorederp1417
    @derpmorederp1417 2 роки тому

    I had an unusual crash pop up later on while using this on a target that can 'die':
    if instance_exists(o_player){
    seek_force.add(seek force(my_playerX, my_playerY));
    }
    It would still crash when the player died since the players location no longer exists during seek_force.add during the same frame I guess.
    To get around it (for now at least) I had to reverse the check with another check inside.
    (!instance_exists(o_player)){ steering_forces.set(0, 0);} else {
    if object_exists(o_player2) {
    steering_forces.add(seek_force(my_playerX, my_playerY ));
    }
    }
    Not exactly the same but, maybe this will help someone.