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![]() So, here you set how many meters one pixel in the game relates to.įor simplicity we'll leave the default values for this tab and you can close the room editor for now. A 1m cube of lead will not react the same as a 1cm cube of lead, and so we need to let the physics simulation know what scale we are working with. In the physics simulation, all reactions are based off of idealised "real life" physics, and so the scale of the interaction is important. The scale option Pixels to Meters isn't quite so obvious. The room Gravity is calculated as a vector, with the distance and the direction of the vector giving the gravity strength in meters per second and the direction of the gravity pull. Obviously we need to tick the option Enable Physics (otherwise any physics enabled objects placed in the room will cause errors), and then we can set the gravity and the scale for the room. This is done in the room editor, from the physics tab: To enable physics, you must first set up the physics world. You'll need to make a new GML project in GameMaker Studio 2 and open the Room Editor before continuing. So, with that warning out of the way, lets move on and get started making a simple physics simulation. #Game maker studio variables codeWith "traditional" GameMaker collisions you would have a Collision Event and then have some code or action in there to deal with what happens, but - with the physics enabled - the collisions will be resolved by GameMaker automatically, with bounce angles and velocities etc. The other major change that happens when you enable physics is that collisions will be handled automatically for you. However, it does enable a whole bunch of specific physics variables which can be used instead. Forget everything you know about how GameMaker Studio 2 deals with collisions and movement! Why? Well, when you enable physics in a room, you are changing how everything will interact at a very basic level within GameMaker, and this makes the built in variables like speed and direction obsolete. is it possible that global variables are only global to the room they're created in? This is very frustrating.Today's tech blog takes form of a mini-tutorial, where we will be making a small physics simulation and at the same time we'll discuss some of the issues that people come up against when transitioning from the "traditional" GameMaker Studio 2 approach to movement and collisions to the physics approach.Įven the most advanced users can be confused when using GameMaker Studio 2 physics for the first time, so we'll start this tutorial with probably the most important piece of advice we can give. And in - there - I put the global variable declarations, and then it worked fine. I went into the room creation code for room1, which is where the player object is. #Game maker studio variables how toWhich is PISSING ME OFF because I don't know how to setup what I want for that bit of code! I want to get something running dangit! #Game maker studio variables trialEverything I do, that keeps coming up unless the 'global' variables are declared in the same event action where they're used! So, I've only got two ideas left as to what's wrong: It's something to do with this being a trial version, or it's something to do with the switch: case statement having no code in it except breaks. It still has the fatal error 'global variable name 'playerkey_left' index (100002) not set before reading it.' Which comes up right after the switch case statement that uses playerkey_left. Alright I changed it so that a single object existed in Room0, which executes the code that contains the 4 ayerkey_ variable declarations, then it executes a 'go to next room' command. ![]()
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