All Posts in GameMaker Studio 2
![](https://s.gjcdn.net/assets/f6fdf465.png)
![](https://m.gjcdn.net/video-poster/900/35665864-8xvwqxex-v4.webp)
![Loading...](https://s.gjcdn.net/assets/76929a36.gif)
For day 596 of coding, I have gotten the bounce to mostly allow the player to be bounced between multiple different objects
![](https://m.gjcdn.net/video-poster/900/35637840-anaeqzxn-v4.webp)
![Loading...](https://s.gjcdn.net/assets/76929a36.gif)
For day 595 of coding, I have made improvements for the player bouncing off the objects
![](https://m.gjcdn.net/video-poster/900/35607071-8aq9afyz-v4.webp)
![Loading...](https://s.gjcdn.net/assets/76929a36.gif)
For day 594 of coding, I made a new state for the player that will have them get pushed by the objects briefly. It is a little weird with collisions right now, but will be addressed later
![](https://m.gjcdn.net/video-poster/900/35576651-ncutxb2h-v4.webp)
![Loading...](https://s.gjcdn.net/assets/76929a36.gif)
For day 593 of coding, I have made sure that the player wouldn't be able to move or dash until after the transition is finished
![](https://m.gjcdn.net/video-poster/900/35554872-7kubnrbm-v4.webp)
![Loading...](https://s.gjcdn.net/assets/76929a36.gif)
For day 592, I have converted the code for the player's movement and dash into a state machine for better organization, and to better prevent conflicting codes
![](https://m.gjcdn.net/video-poster/900/35532683-jb5v2wys-v4.webp)
![Loading...](https://s.gjcdn.net/assets/76929a36.gif)
For day 591 of coding, I made it to where the objects will disappear after colliding with the player. It's going off sooner than expected it to though
![](https://m.gjcdn.net/video-poster/900/35504594-vni74b8x-v4.webp)
![Loading...](https://s.gjcdn.net/assets/76929a36.gif)
for day 590 of coding, I have adjusted the hit reaction between the object and player
![](https://m.gjcdn.net/video-poster/900/35474787-kjy7cyhp-v4.webp)
![Loading...](https://s.gjcdn.net/assets/76929a36.gif)
For day 589 of coding, I tested different time intervals that determine when the lasted recorded collision will be cleared. So far, it looks like half-second intervals provide the best result
![](https://m.gjcdn.net/video-poster/900/35458037-vebdmnvi-v4.webp)
![Loading...](https://s.gjcdn.net/assets/76929a36.gif)
For day 588 of coding, I got the objects to be more reactive when colliding with each other. There are instances where the code doesn't work completely; like when there is a large group of them, and/or when they are in tight spaces
![](https://m.gjcdn.net/video-poster/900/35431625-7wpsu95f-v4.webp)
![Loading...](https://s.gjcdn.net/assets/76929a36.gif)
For day 587 of coding, I tried to adjust the collisions by recording the ID of the previously collided object. The results show that the operation is not consistent