Game maker rotating platforms


















I think they typically treat different shapes with different mechanics. Would you be able to do it with precise collisions?

I was thinking the edges of the platform would just be a set of vectors, since it's easier to rotate 4 lines than to rotate one object and collide with it without using sloppy collision mechanics. I'm just looking at it from my own experience with a couple games myself.

Use the built-in box 2d physics engine that the yoyo team worked hard to implement. I wouldn't want to swap over to Box2d right now, it looks useful but my engine right now already works pretty well.

I'm close to getting a new method to work: I have a platform object that is a single pixel, but can be stretched into a line and rotated. It moves and rotates in its Begin Step. Now I try to measure the player's position along the line, and snap it to the same position along the line at its new angle.

I feel like I'm close and this is a better solution anyways but it still doesn't work great. Level: Audacity for sound design is a beginner friendly software with an intuitive user interface.

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It only takes a minute to sign up. Connect and share knowledge within a single location that is structured and easy to search. I have an object the is a perfect circle. The object is moving left, right and jumping with collision detection. What I am trying to do now is rotate the object while it is moving, so it looks like rolling. For an exact roll of the circle object based on his displacement use this exact line at the end of your code:.

The reason of a minus sign is because the roll is clockwise when you go to the right but angles in Game Maker are increasing counter clockwise. In a number between 0 and You can let it move by adding value to it. But the former makes them more readable. Sign up to join this community.

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