As I said you could do this in code but this shortens the feedback loop and allows you to experiment a bit more freely with different effects. You can change a number of different properties such as rotation, scale, colour and position over time. The other thing I’m doing here is a a simple key frame positional move with the main boss sprite as it losses power. In this cases it allows you to stack explosions on top of one another to create a cool effect. You can drag existing sprites onto the sheet and play around with timings. The sequence itself is created in the gamemaker UI. To be able to replicate a similar death animation using sequences only requires two lines of code! var seq = layer_sequence_create('Blocks_Layer', x, y, sq_Boss2_Death) You can see below I have a number of alarms to control timings as well as a collision event when it hits the ground to trigger more explosions. It took a lot of trial and error to be able to do it in code. I had already implemented something in code for a previous boss and although the final result looks pretty good. This lets you chain and layer objects and animations to create a cool looking…well…sequences.įor me, a really easy win for sequences was to add one after one of the bosses in my game dies. With the latest 2.3 update GameMaker has released a super useful new resource called a sequence.