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@pixelage
pixelage / create_0.gml
Last active May 17, 2023 11:57
[Basic Movement in Events] Just basic Movement and Gravity #gml #gms2 #movement
/// Create
// editable variables
acceleration_ = 1;
jump_height_ = 14;
friction_ = 0.3;
// control input
left_ = vk_left;
right_ = vk_right;
@pixelage
pixelage / controller_debug_test_menu.gml
Last active May 17, 2023 11:57
[Debugger Menu for Contollers] Game Maker 2 for controller testing #gml #gms2 #controller #debug
// Controller Debugger Menu
var xx = 32;
var yy = 32;
for (var i = 0; i < 12; i++;)
{
if gamepad_is_connected(i)
{
draw_text(xx, yy, "Gamepad Slot - " + string(i));
draw_text(xx, yy + 20, "Gamepad Type - " + string(gamepad_get_description(i)));
draw_text(xx, yy + 40, "Left H Axis - " + string(gamepad_axis_value(i, gp_axislh)));
@pixelage
pixelage / Player step
Last active May 17, 2023 11:57
[Basic State Setup] Game maker 2 basic movement and collision (i take no creadit) #gml #gms2
switch (state_) {
case "move":
#region Move State
// left and right movement
var h_input = keyboard_check(vk_right) - keyboard_check(vk_left);
if (h_input != 0) {
hspeed_ += h_input * acceleration_;
hspeed_ = clamp(hspeed_, -max_speed_, max_speed_);
@pixelage
pixelage / Create_0.gml
Last active May 17, 2023 11:06
[Tile Collision Script] Game Maker 2 using tileset for collisions (i take no creadit) #gml #gms2
// movement variables
velocity = [0, 0];
new_gravity = 1.5;
jumpspeed = 28;
max_velocity = [8, 32];
acceleration = 2.1;
// get the tile map id
var _layer_id = layer_get_id("CollisionTiles");
collision_tile_map_id = layer_tilemap_get_id(_layer_id);