replying to donnaken15,im not too surprised that you’d find something like multimedia fusion confusing if your useing it for the first time, it is freaking confusing. The early programs it was built upon were more intuitive but they had less features and were highly buggy, so if you learned the basics for the first klick and play program then I think it would make more sense to you. They were trying to make programming easy for people who didn’t understand programming at all, with the whole visual dot, grid “event editor”.
It’s great if it’s your first experience with programming but if your doing something more advanced I think it actually gets in the way and makes it harder! having said that there’s pros and cons with any system. I personally believe the nested sub folder, style of GM event editing makes more sense, it’s easier to read and work out what the hecks going on.
Anyway with click programs a good way to make things happen is like this:
have an event “check how many objects”
if number of objects is >= 1 then...
then have instances like updating movement for the objects. This is smart because if the objects don’t exist then you don’t waste processing.
another thing, click products have always had custom behaviours bundled, but usually their crap.
I don’t even know how you’d make a working platformer using the default platform movment, my advice don’t mess with it, it’s rubbish.
In my experience it’s safest to use the inbuilt path behaviour, the bouncing ball behaviour and just the static object/no behaviour. That’s basically all you need. The racecar movement works too, but I mean you don’t really need it.
When making another object you can spawn it or you can “launch” it, which used to be called shooting it I think.
Launching it makes the other object appear at the action point as opposed to the hotspot of an object, it also makes the object fired move in the direction the first object. When you finish animations you need an event that “restores animation sequence” to go back to the idle animation or whatever.
then there’s collisions, you can have 2 events: collided with or overlapping, they work a little bit differently, the thing to note is, if you call “is an object overlapping another object”, and either of the objects don’t exist in the game yet for some reason, the outcome will come back as true.. so to avoid this you gotta have “if an object is overlapping another” + does object 1 exist + does object 2 exist, that way you have a failsafe. Another thing to note is that collisions don’t usually occur outside of the visible screen (unlike game maker), so if your making a scrolling game you have to “turn off objects” that aren’t within the visible playfield. You have to write your own code to do this.
In this way I think it’s a limitation that actually makes it harder to make certain types of games that GM. They might have fixed this by now, actually if anyone has any information contrary to what im saying here please chime in, im always trying to expand my knowledge.