Sorry, but no Mac version on roadmap at the moment. Have to get myself a Mac first, which won't be happening anytime soon :/
n_nexy
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Hey there! Honestly most feedback I've gotten is that it's easier to get the hang of it on PC, but on the other hand that it looks best on mobile. Also, there will be a sale next week on PlayStore.
P.S: There are no swipe controls on mobile at the moment - very small chance that I will eventually add them as the game gets very difficult rather quickly and swipe controls wouldn't cut it for the input speed required to navigate later stages.
Thank you Yal you are a gem, it worked perfectly! Yeah, I've already taken care of collision with the rotated ramp (used rectangle with rotation as you mentioned), I was just missing this final piece of the puzzle.One thing is my frame rate takes quite a hit now when walking on ramps, is dot_product just a very expensive function?
^Disregard - my collision code was causing a bottleneck.
Thanks again!
Hi Yal, thanks for making this. I know it's "old" but it really helped me in my learning journey with using 3D in Game Maker.
If possible I need a little help with something: I'm trying to make it so the sprite that generates "slopes/ramps" can have any image_angle value and still work as a ramp from that direction.
I have the code to create vertex buffers for the slope at any angle so that aspect works fine and generated 3D model is nicely rotated. But I can't figure out how I can use this so the collision with ramp works properly at any angle.
This is your code for ramp collision that should return player's z position on the ramp:
function func_CollisionTopSlanted(xx, yy) { hlerpT = clamp(lerp(z_tlc, z_trc, xx / sprite_width), min(z_tlc, z_trc), max(z_tlc, z_trc)); hlerpB = clamp(lerp(z_blc, z_brc, xx / sprite_width), min(z_blc, z_brc), max(z_blc, z_brc)); bilerp = clamp(lerp(hlerpT, hlerpB, yy / sprite_height), min(hlerpT, hlerpB), max(hlerpT,hlerpB)); return bilerp; }
And as it is it works great for "non-rotated" ramps (image_angle is 0).
I figured I should probably replace "xx / sprite_width" and "yy / sprite_height" with something that takes into account the rotation of the sprite that generates slope but am not sure. Any help, hints or tips are greatly appreciated!
Thank you!