Object List

Here is a list of useful objects and descriptions. Variables can be found here.

p_bouncer
When the player touches a p_bouncer object it will apply an external horizontal or vertical speed to it, variables (exthSpeed, extvSpeed)

p_death
When the player touches p_death, they will die and return to their checkpoint

p_slow
When the player is touching p_slow their vertical speed (vsp) will be set to whatever p_slow's variable "slow" is.

p_solid
The solid object parent. Used for creating level geometry.

p_water
When the player is within a p_water region, they can jump infinitely.

obj_ckey
obj_ckey is an object with only one variable, extflag which takes a string. Once the player interacts with the object, it will set all objects that are interactable (p_interact_solid / p_interact_death / p_interact_bounce and their children) to triggered=1.

obj_cswitch
Similar to obj_ckey, this takes an extflag and triggers all interactable objects with the same extflag. It has an additional variable, trigonce, which can be set to 0 or 1. If set to one, the switch can only be pressed once and will stay pressed.

obj_cdoor
This is a solid object that when triggered, will either explode, shrink horizontally, or shrink vertically. It is triggered by obj_ckey and obj_cswitch objects with the same extflag.

obj_cdoor variables
extflag: "default" by default. Set this to a different string in quotations to give it a different trigger variable. type: What happens when triggered. 0: explode | 1: shrink vertically | 2: shrink horizontally wait: how long to wait (in frames) before exploding/shrinking

GML Code for obj_cdoor
Create Event: ‎

Step Event ‎

obj_ccreator
obj_ccreator is an interactable style object that when triggered will create an object with the variables that have been provided to it at the x/y value where obj_ccreator was made

GML Code for obj_ccreator
Create Event ‎

Step Event ‎

obj_cturret
obj_cturret is an object that creates other objects after a certain number of frames. While it's designed specifically to create bullets that shoot in a direction, it could be used to create other objects.

obj_cturret variables

 * timer: a timer that increments 1 every frame. You can set this to another number (less than target) to adjust its start time.
 * targ: the time that timer needs to reach to create the object
 * xoff: used to set the relative xoffset variable at which the instance is created
 * yoff: used to set the relative yoffset variable at which the instance is created
 * bulsprite: the sprite that the bullet will be given. default is spr_bullet. This sadly HAS to be an in-game sprite, not a custom one.
 * bulspeed: the speed which the bullet will travel
 * mapanim: whether or not to map the animation of the turret to the progress of the firing rate
 * bulobj: what object to create. default is obj_bullet.

obj_cturret example
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Result:



GML Code for obj_cturret
Create Event ‎

Step Event ‎

obj_cmover
obj_cmover is an object for LOVE Custom that creates an object with custom variables, sets two pairs of x/y coordinates, and them moves between them over time. Sadly this cannot use a custom sprite due to inheritance.

obj_cmover Variables

 * timer: a timer that increments 1 every frame. You can set this to another number (less than target) to adjust its start time.
 * targ: the time that timer needs to move from one point to the next
 * locx1: the starting x location of the object. Set to X by default, so not needed unless you want it for some weird reason.
 * locy1: the starting y location of the object. Set to Y by default, so not needed unless you want it for some weird reason.
 * locx2: the target x location of the object's destination.
 * locy2: the target y location of the object's destination.
 * cobj: the object index of the object we'll be creating.
 * cspr: the sprite index of the object we'll be creating. This cannot be a custom sprite. Sorry.

obj_cmover Example
‎

Result:



GML Code for obj_cmover
Create: ‎

Step: ‎

obj_cdanmaku
obj_cdanmaku is an object for LOVE Custom that creates a spray of objects, similar to a bullet hell game.

obj_cdanmaku variables

 * range: by default these will create in a full circle
 * count: how many bullets to make
 * timer: incrementing time variable
 * targ: how frequently to create a bullet
 * rotspeed: how much the angle will increment per frame
 * bulangle: the start angle of the bullets
 * bulobj: what object to create
 * bulsprite: what sprite for the bullet to use. Has to be a built in sprite. Sorry.
 * bulspeed: how fast the bullets will generate
 * startdist: how far from the x/y to generate the bullet
 * mapanim: whether or not to map the sprite animation to the progress of the bullets
 * mapangle: whether or not to map the angle of the sprite to the bullet angle

obj_cdanmaku example
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Result:



GML Code for obj_cdanmaku
Create Event: ‎

Step Event: ‎

LOVE (2014)
Level 01 Level 02 Level 03 Level 04 Level 05 Level 06 Level 07 Level 08 Level 09 Level 10 Level 11 Level 12 Level 13 Level 14 Level 15 Level 16 Level 17

LOVE 2: kuso
Level 01 Level 02 Level 03 Level 04 Level 05 Level 06 Level 07 Level 08 Level 09 Level 10 Level 11 Level 12 Level 13 Level 14 Level 15 Level 16 Level 17 Level 18 Level 19 Level 20 Level 21 Level 22 Level 23 Level 24 Level 25

LOVE Remastered
Level 01 Level 02 Level 03 Level 04 Level 05 Level 06 Level 07 Level 08 Level 09 Level 10 Level 11 Level 12 Level 13 Level 14 Level 15 Level 16

LOVE 3
Level 01 Level 02 Level 03 Level 04 Level 05 Level 06 Level 07 Level 08 Level 09 Level 10 Level 11 Level 12 Level 13 Level 14 Level 15 Level 16 Level 17 Level 18 Level 19 Level 20 Level 21 Level 22 Level 23 Level 24 Level 25

&lt;3
Level 01 Level 02 Level 03 Level 04 Level 05 Level 06 Level 07 Level 08 Level 09 Level 10 Level 11 Level 12 Level 13 Level 14 Level 15 Level 16 Level 17 Level 18 Level 19 Level 20

obj_marker
Used for graphical purposes. Has no code attached to it. Can be used for things like decor.

obj_goal
Created by default within the config.json, but you can create other obj_goal areas in a level to trigger the end of a stage.

obj_teleporter
When the player touches obj_teleporter they will be warped to the object's targX and targY variables.

Other Objects
For a full list of every object in the game, visit the Full Object List.