
| Time Distortions Engine | |
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This engine allows you to create time distortions and have objects affected by them by simply changing the parent of objects. It comes with fully commented code. There aren't any screen shots because you really can't see anything useful from them even if they were there. And best of all, it doesn't require a registered version of Game Maker. Does it use code?The engine itself uses code, but you don't need to know GML to use it. The time affectors have their effect settings in code, although this is pretty easy to change into D&D (it's a single statement that sets time_affect to a value).Using the engineIf you want an object to be a time affector, set it's parent to par_time_affector. If you want an object to be affected by time distortions, set it's parent to par_time_affected_object.Features
DownloadsCreditYou do have to give credit to use this in your game. Remember it's a work-in-progress though, and it doesn't have all the planned features. Just some credit like, "Time Distortions by Roket Enterprises" will be fine. Ending NotesRemember this is a work-in-progress, however, if you don't need the player to be affected by time distortions (at the moment the player will slow down rather than everything else speeding up), then this should be ready for you. There are two scripts that come with it, set_x_relative and set_y_relative. The engine cannot detect whether you are setting the X and Y relative or not, so if you want to set it relative to time distortions, then use these scripts like followed:
set_x_relative(<Move object left by this amount. Use negative for right.>);
or with the D&D run script action (put the |
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