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Jumping around in topics a bit here as there's a lot of tricky dependencies that make it hard to put a clear flow together for some of these episodes. But I hope you enjoy this one as we make a fun item with a cool flashy effect!

Source code (as linked in the video description) will be updated shortly after this post.

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GameMaker Studio 2: Action RPG Tutorial (Episode 34: Bombs)

★ Source Code ▶ https://shaunjs.itch.io/shauns-action-rpg-tutorial ★ Playlist ▶ https://www.youtube.com/playlist?list=PLPRT_JORnIuosvhfax2TQTEmN7OYTcSvK ★ Support my work ▶ https://www.patreon.com/shaunjs ★ Assets & Sprites ▶ http://shaunspalding.co.uk/ARPG_Assets.zip ★ Resolution & Aspect ratio guide by Pixelated Pope ▶ https://www.youtube.com/watch?v=jCl6zT0eQLU Learn to build a zelda like action RPG in GameMaker Studio 2, starting from nothing at all. Today we implement bombs what go boom. These tutorials are supported almost wholly by wonderful people via Patreon, click the link above to join them and access these episodes as early as possible, get instant access to source code for all videos and more.

Comments

Anonymous

What controls the radius of the blast? Is it just adopting the "standard" collision mask of sExplode?

Anonymous

Thanks for the update! One question; would it be better to destroy the collision_history ds_list in the Clean Up event instead of Animation End, in case, for example, the player exits the room while the explosion is animating? Or does it clean that up anyway?