Old Coding Game Tests – Physics Tests

Hello this is Brandon, creator of full-life 3

Physics Tests


Left Click – spawn object

Right Click – hold and fling

Physics test was me learning about Game Maker Studio’s built in physics feature using Box2D. If that was too much to process then unfortunately you won’t be able to understand the upcoming scientific algorithmic calculus trigonometry nerd stuff that I’ll explain up ahead, might as well stop reading, bye.

Thanks for reading,




Setting up the physics isn’t too hard, and mainly requires some awareness with game maker’s quirks in order to properly utilize it in your game. I will say that game maker kind of threw in the physics feature and if you’re expecting to just toss it into your project with a click of a button you’re in for a world of…learning?

Basically, while yes you can tick the physics option and then assign a shape (or code in a custom one (more on that later)), you then have to be fully aware of game maker’s nuances with using the “solid” option and the collision event.

“solid” is a feature that’s mostly for basic “drag and drop” coding, it’s used for some collision events to occur with physics. However it’s not necessary as you get more in-depth with Game maker but w/e.

Really you just need to have these on (I think, this is all from memory and I’m sure Game Maker 5 HD Remastered will change how it all works) in order to have it work. But then of course there are all sorts of problems you will run into when you have the “solid” option and use the collision event for the solid grounds.

So why would I waste years of my life making something that was not successful? Well this code test was mainly used for the game Visceral Force, a casual physics puzzle game I made based on my experience from testing with this project.


oh and i mentioned custom shapes, basically with making an object use Box2D, you need to give it some kind of basic shape for it’s collision to work. However if you have more complex shapes, you have to be more creative and make an object be build of multiple shapes, i.e. I believe the blue crosses are made up of 3 rectangles. (but keep in mind, doing this too much puts stress on the performance)

So that’s all I got, physics, while nice has it’s own nuances and IMO if you’re thinking “I’ll just toss this into my castlevania metroid procgen roguelike indie trendy not cavestory original game to make it 10000 times better” then you’re right, you can do it, just expect to run into problems if you didn’t anticipate using the fickle solid feature and collision events. Of course if you don’t there is always the solution of just having hand coded physics for object movement instead of being an elitist with the physics sys-

Thanks for reading!



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