Thanks for making these tutorials, i have switched from scratch to gamemaker visual and in scratch, instances are called clone and are way simplier but very limiting
Great series! Very useful for me as a to the point introduction to the syntax of GML. I like to compare GML Objects to Classes in other languages (Object Oriented programming, e.g. Java, Python, C++). And GML Instances as OO Objects.
Hey, so this is a question I haven't been able to answer despite looking at multiple tutorials about Instance ID's. The way that I've got my game's weapon/equipment system working, is that in the Create event of any given instance (Player, Hostile Drones, etc.) there is an Instance_create_depth(xyz) function that adds their weapon to them. That works with (1) instance of an object, but when there are multiple, every weapon meant to spawn on the multiple drone instances, spawns on the first drone instance put down. My drone enemies all have turrets that need to rotate independently of the main body of the drone, so I need two pieces. I'm trying to figure out how to re-write the code in the drone object to spawn all the unique instances of drone_turret, on the proper instances of Drone_Littlehawk, then delete them when their carrier drone is destroyed. Any tips? I know I'm probably not doing a great job of describing it, and without the code itself to look at, you're at a disadvantage to diagnose the issue.
Do you know how to bring the Instances layer property after closing it on the room editor? I've accidently closed mine and can't seem to get it back, I still looked everywhere online and can't find it, I thought you might know the solution
Thanks for making these tutorials, i have switched from scratch to gamemaker visual and in scratch, instances are called clone and are way simplier but very limiting
Great series! Very useful for me as a to the point introduction to the syntax of GML. I like to compare GML Objects to Classes in other languages (Object Oriented programming, e.g. Java, Python, C++). And GML Instances as OO Objects.
Best quality tutorials ✌👍
Nice and to the point!
Hey, so this is a question I haven't been able to answer despite looking at multiple tutorials about Instance ID's. The way that I've got my game's weapon/equipment system working, is that in the Create event of any given instance (Player, Hostile Drones, etc.) there is an Instance_create_depth(xyz) function that adds their weapon to them.
That works with (1) instance of an object, but when there are multiple, every weapon meant to spawn on the multiple drone instances, spawns on the first drone instance put down. My drone enemies all have turrets that need to rotate independently of the main body of the drone, so I need two pieces. I'm trying to figure out how to re-write the code in the drone object to spawn all the unique instances of drone_turret, on the proper instances of Drone_Littlehawk, then delete them when their carrier drone is destroyed.
Any tips? I know I'm probably not doing a great job of describing it, and without the code itself to look at, you're at a disadvantage to diagnose the issue.
Do you know how to bring the Instances layer property after closing it on the room editor? I've accidently closed mine and can't seem to get it back, I still looked everywhere online and can't find it, I thought you might know the solution
They just couldn't call them classes, could they?
wow