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Gamemaker studio 2 script arguments3/16/2023 ![]() Is never required but is always appreciated. These GML scripts areĬompletely free for use in your GameMaker projects. It's fairly subtle in the animation below, but you can see how it adds just a little bit extra oomph to the shake.The mission of is to provide the highest quality The setup for this is exactly like view_xview and view_yview above. You can also get a lot of mileage out of messing with the view_angle when shaking the screen. In the second animation, a shakeDur of five and a shakeForce of three. In the first animation, we have a shakeDur of 60 and a shakeForce of one. ![]() See what happens if you increase/decrease those variables in the create event of your game controller object. If you haven't already, take some time to mess with the shakeDur and shakeForce variables we created. Here is an example from a little game I have been working on lately. If you run the game and you have set a button press or some action to set shake to true, you should get a fairly small screen shake. Once shakeDur reaches zero and shake is no longer true, the view is reset back to zero by using the approach script. This means our camera is moving around one pixel up, down, left, or right randomly every frame for five frames. In this case, it is choosing either shakeForce or negative shakeForce, so either one or negative one. It simply chooses one of the arguments provided. If you are unfamiliar with choose, it is pretty self explanatory. While shakeDur counts down, we move the view around by adding shakeForce to it randomly. Once shakeDur reaches zero, shake is set to false, and shakeDur is reset to its maximum value of five. First, we check to see if shake is true, and if it is, start counting down our shakeDur variable. In the instance above, we are using it to reset our camera position back to zero, which is the default camera position. This script takes a value, and shifts it towards another value by a set amount each frame. Quick shout out to Matt Thorson (Towerfall, Celeste) for this handy script that I have been using for years. Return max(argument0 - argument2, argument1) Return min(argument0 + argument2, argument1) Then, let's initialize some variables.Ĭopy code Copied to clipboard. If your project does not have a game controller, now would be a good time to add one. Things like score, the camera, changing levels, controlling menus, and lots of other things can be controlled from your game controller object. A game controller object is a persistent object that manages many parts of your game. The best way to handle this is to do so from a game controller type object. Setupīefore we can start shaking the camera around, it is a good idea to initialize some variables that will help us control screen shake, and fine-tune it. This post assumes you are somewhat familiar with views in GameMaker. Setting up screen shake doesn't require a lot of work, but as you will see, there are a lot of nuances you can tweak to dramatically impact the feeling of it. Screen shake is a classic indie effect that is sure to beef up your impacts, explosions, sudden realizations, gunshots, and more. Written in January 2018 by Nathan Ranney, the founder of game development studio Gutter Arcade.
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