🔴Game Maker Studio 2 | Basics - Trail or shadow dash like a ninja

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  • เผยแพร่เมื่อ 23 ต.ค. 2024

ความคิดเห็น • 54

  • @SmashAdams
    @SmashAdams ปีที่แล้ว +2

    Great tutorial! Didn't even realize gms2 had built in functions for creating particle systems. Was easy to tweak the values to get my desired result.
    I did have to move some of the particle functions to the step event (part_type_sprite and part_type_scale) so that it would match the direction my sprite was facing

    • @1upIndie
      @1upIndie  ปีที่แล้ว

      Glad to heard you could fix this. Keep it up!

  • @carci8933
    @carci8933 2 หลายเดือนก่อน +2

    hey, great vid. what would be the best way to change sprite based on the current animation,also how would i change the facing direction? thanks

    • @1upIndie
      @1upIndie  2 หลายเดือนก่อน +1

      Well since these are particles (once set you cannot adapt/change them) you have to play around and make your own system to spawn specfic one. Not the best system because that can become extensive when you want to do it for a lot of images/sprite. An easier way is to do this not with particle but with an instance that copies the last sprite index, image index, image_xscale and that has a short step event that fade it out and then destroys it.

    • @carci8933
      @carci8933 2 หลายเดือนก่อน

      @@1upIndie yeah no dramas so just do a prefab. I was going to do that in the first place. Thank you, I appreciate it take care.

  • @dd977
    @dd977 6 หลายเดือนก่อน +1

    thank you, its hard to find good and direct tutorials like this

    • @1upIndie
      @1upIndie  6 หลายเดือนก่อน +1

      Glad I can help out a fellow developer! Keep it up.

  • @DM-pf4fy
    @DM-pf4fy 5 ปีที่แล้ว +4

    great work again 1up. It's so hard to find quality tutorials on advanced topics in Gamemaker so I love the fact that you are putting this content out there. I love the particle tutorials. If we can make request for other topics, some topics I would love to see you cover if you are comfortable with them would be some advanced work and tutorials involving the camera system. Also, maybe some topics covering gui, buttons, menus, ect since they are such a pain in the butt in gamemaker.

    • @1upIndie
      @1upIndie  5 ปีที่แล้ว

      Thanks man. I will burn through most basic topics with my current rate. So, yes, I will continue (and do more) with advanced topics. Camera and guis are a pain the ...
      But I will cover that to. I guess in a month or later.
      About particles. I am baffled that nobody really uses them in other big and small YT channels. You can do so many cool things with it. I see that this is of interest (total views) to a lot of people, you and me included, so I will pump out some more.
      Requests you can do, I don't see a problem here. I just put them on my list of videos to produce. So, they get out there at some point or you can speed things up and be a patreon and well, your wish is my command. Lasers was a request. In any case, you will be (hopefully) satisfied. Just drop me some ideas what you need to clone (I don't invent the wheel every time here), like dead cells light system or some little thing.
      I will post (in a week) on patreon and twitter a list of videos I will do in the future, so you can check out this roadmap if there is anything that is of interest to you.

    • @DM-pf4fy
      @DM-pf4fy 5 ปีที่แล้ว

      @@1upIndie thanks! I linked your rain particle tutorial on reddit so hopefully you'll get a few more views and subs. I think these tutorials are really going to catch on.

    • @1upIndie
      @1upIndie  5 ปีที่แล้ว +1

      @@DM-pf4fyWow, that was you? You pretty much doubled my subscribers. I was wondering why I got a boost over the last day on only one video.
      A huge thank you man! Why don't we make an arrangement here. You from time to time to when you feel like it post on reddit (I never use it) and I do whatever Video you want.
      Its a win win! Next video is on cameras, okay?

    • @DM-pf4fy
      @DM-pf4fy 5 ปีที่แล้ว

      @@1upIndie No problem. There is a lot of people out there who need quality tutorials on more advanced topics so it is easy to share your videos. I look forward to seeing your work with cameras. A lot of the more prominent tutorial makers tend to either stop at the very basics of GMS2 cameras, so it is hard to find content on how to create a dynamic and stable camera system. Keep up the good work and your views are gonna skyrocket.

    • @theblackkoopa2329
      @theblackkoopa2329 4 ปีที่แล้ว +1

      @@1upIndie I didn't even know MGS2 has a system dedicated to particles before finding your videos. It makes things like this shadow dash an absolute cakewalk. And thanks for your videos, of course.

  • @goodwholesome2787
    @goodwholesome2787 5 หลายเดือนก่อน +2

    Great tutorial.

    • @1upIndie
      @1upIndie  5 หลายเดือนก่อน

      Thx!

  • @midiriots3909
    @midiriots3909 6 หลายเดือนก่อน +1

    hellohello! thank you so much for the amazing videos!!!!
    i am really a noob in programming... but i manage to make good progress in my game.
    thanks to your tutorial i managed to create a shadow of my player. but i would like it to copy the current animations frame of the player. instead it loops all the frames of the player. maybe you can help. my game is a horizontal shmup :)

    • @1upIndie
      @1upIndie  6 หลายเดือนก่อน +1

      Glad to hear I could help a fellow developer out! You could do an alternative and instead of using particles (where you have less control and cannot lock the animation to one specific frame sadly) you could spawn instances that copy the last frame when they were spawned and deactivate their animation. Hope that helps! If you got questions pop in my discord and I or the community can help you out.
      shadow = instance_create_layer(x,y, layer, obj_Shadow);
      shadow .image_speed = 0; // don't animate!
      shadow.sprite_index = sprite_index; // copy the currently used image
      shadow.image_index = image_index; // copy the current used index of the images used and stick with it
      shadow.image_blend = c_blue; // recolor
      And also reduce inside the obj_Shadow its alpha/opacity
      obj_Shadow Step event:
      image_alpha -= 0.01; // make it more and more transparent
      if(image_alpha

    • @midiriots3909
      @midiriots3909 6 หลายเดือนก่อน

      @@1upIndie Thank you so much! I will try it and keep you updated on your discord channel💜

  • @Burindoru
    @Burindoru 3 ปีที่แล้ว +1

    Thanks for this!

    • @1upIndie
      @1upIndie  3 ปีที่แล้ว

      Ya welcome!

  • @ziaker2977
    @ziaker2977 2 ปีที่แล้ว +2

    the particleSystem variable didnt got set

  • @sonyPlaytation
    @sonyPlaytation ปีที่แล้ว

    awesome tutorial! simple but effective :)

    • @1upIndie
      @1upIndie  ปีที่แล้ว +1

      Thanks for the trust!

  • @moltony
    @moltony 2 ปีที่แล้ว +1

    also very cool

  • @escarabajomayih
    @escarabajomayih 5 ปีที่แล้ว +2

    excelente, gracias.

  • @DavideMiccolis
    @DavideMiccolis 3 ปีที่แล้ว +1

    i tried this awesome tut ... i have a problema....when i do "dash" in left direction .... the particle is flipped ..... how can i resolve this?

    • @1upIndie
      @1upIndie  3 ปีที่แล้ว +2

      What you can do is here to to have 2 sprites in used. On that is facing to the left like for example you see in the thumb and one that is flipped. So you have 2 particles setup and depending if you go left or right you fire up the one that is suited.
      There is another method where you don't do this with particles but with creating objects which copy the sprite being used, and then fade out. I guess heartbeast did a video on that (was a topdown zelds style video if I recall).

    • @Burindoru
      @Burindoru 3 ปีที่แล้ว +1

      Awesome tutorial. Had similar issue when applied to a moveable player character.
      Oddly can't seem to flip the particle on the X axis during it's came up with an alternative sprite route similar to what @1up indie advises.
      • Created a new flipped version of the sprite.
      • Then create a variable to store the player direction (i used globle.playerDirection = 0) in CREATE code of player.
      • Set this variable in the player movement in the STEP code of player. (I set it to 0 when going left and 1 when going right).
      my code for this is below but I expect yours is different
      if (place_meeting(x,y+1,oWall)) && (key_left)
      {
      image_index = 0;
      global.playerDirection = 0;
      }
      if (place_meeting(x,y+1,oWall)) && (key_right)
      {
      image_index = 1;
      global.playerDirection = 1;
      }
      • In the particleSetup object STEP code use an if statement to check the variable direction and change 'part_type_sprite'
      if (global.playerDirection

  • @mythology100
    @mythology100 5 ปีที่แล้ว

    Now this will work wonders for my game project (which is inspired by Dead Cells)

    • @1upIndie
      @1upIndie  5 ปีที่แล้ว +1

      Neat! Is this the same project you have on your channel?

    • @mythology100
      @mythology100 5 ปีที่แล้ว

      yep

  • @lucasvinas9248
    @lucasvinas9248 2 ปีที่แล้ว +1

    is there any way to make the shadow sprites be animated? They are just a freeze frame of the animation :c

    • @1upIndie
      @1upIndie  2 ปีที่แล้ว

      Yes you can, you simply create "clone" instances which take the same sprite that does animate. Blend it over and that should do the trick. Hope that helps

    • @lucasvinas9248
      @lucasvinas9248 2 ปีที่แล้ว

      @@1upIndie It worked nice. Thank you so much, mate

  • @umsimplesdito4519
    @umsimplesdito4519 3 ปีที่แล้ว +2

    hey bro you are a nice guy

    • @1upIndie
      @1upIndie  3 ปีที่แล้ว +1

      Ehh, ... thanks

  • @ziaker2977
    @ziaker2977 2 ปีที่แล้ว +1

    man why all your tutorials doesnt work anymore?

    • @1upIndie
      @1upIndie  2 ปีที่แล้ว

      They don't?

    • @ziaker2977
      @ziaker2977 2 ปีที่แล้ว

      @@1upIndie the first variable you set in the tutorial isnt set in any other code

    • @ziaker2977
      @ziaker2977 2 ปีที่แล้ว

      This is cause the version of GM of your video or?

    • @1upIndie
      @1upIndie  2 ปีที่แล้ว

      @@ziaker2977 I am not sure where your issue is to be honest.
      The video shows 2 objects, one that is the jeep which has a timer, once it runs down we create a particle/shadow of the jeep. The other is a setup for the particle system to be used/spawned in the jeep. The only thing I haven't shown is how I spawn the jeeps on the screen. That I do by a check of the mouse click in an extra object's step event, if yes spawn a jeep instance where the mouse is.
      But both shown objects have create + step events shown in the video. Do you want the code in the comment section?

    • @ziaker2977
      @ziaker2977 2 ปีที่แล้ว

      @@1upIndie i get a error cause the first code, the Particlesystem variable

  • @SonictheHedgehogInRealLife
    @SonictheHedgehogInRealLife 3 ปีที่แล้ว +6

    you didnt show whats in the destroy event thats annoying

  • @maddevmonkey6114
    @maddevmonkey6114 5 ปีที่แล้ว

    The particle system spawns on top of my player! Help!

    • @1upIndie
      @1upIndie  5 ปีที่แล้ว

      Then try to do the setup object on a layer that is lower then the player. That should work, or crank up the depth of the player (don't recommend it though).

    • @maddevmonkey6114
      @maddevmonkey6114 5 ปีที่แล้ว

      @@1upIndie I tried putting it on a lower layer. it didn't work.

    • @1upIndie
      @1upIndie  5 ปีที่แล้ว

      @@maddevmonkey6114 Then try to ramp up the depth. Do a high value for your player -20000 and a low value for the particle setup 10000. Or other values. Put the depth in the create even of each object. Player create event -> depth = -20000;

    • @maddevmonkey6114
      @maddevmonkey6114 5 ปีที่แล้ว

      @@1upIndie thanks! I will try it!

    • @Muryisreal
      @Muryisreal 3 ปีที่แล้ว

      Chand the x, y + -a nuber.