Game Maker 8 Platformer Enemies

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$begingroup$ From previous comments on some of your closed questions, I can see that you have decided not to look at the initial GameMaker tutorials, due to the fact that parts of them conflict with the way in which you are intending to make your game. If you have the time, I would suggest a quick look at them, anyway. Some of them discuss concepts that you can still apply to your own process, and they would still impart knowledge that could be greatly beneficial to your intent. You would be surprised how much help certain tutorials can end up being, despite the subject being completely unrelated.

Platformer

$endgroup$–Aug 10 '16 at 2:40. An enemy is just an object whose actions -or interaction with- may lead to a game over. For enemies to work here, you need a lose condition and a way to enforce the lose condition. There is no other concept for enemy you need right now. The way you will implement the enemy is by dealing damage to the player upon collision.You must create:.

Game maker studio 2 enemy movement

A parent object which you will call objbasecat. It will have no sprite.

Declare a create behavior setting something like vspeed = 5; damage = 0. The damage variable is just to have it as defined. A player object. A child object of objbasecat, with the regular cat sprite.

When creating, invoke super (the parent behavior), and also damage = 3. A child object of objbasecat, with the bomb-having cat sprite. When creating, invoke super (the parent behavior), and also damage = 3.

The player, when receiving the collision of an objbasecat (children will trigger this condition as well!) will be hit given the.damage property of the cat. Then you must handle the criterion for damage reception, life loss, and eventual game over.

Game Maker Platformer Code

If you don't do that beforehand, the whole concept of enemy is meaningless.