This example shows 2 things - how to make realistic car skidding physics, and how to make skidmarks
The physics part is based on the fact that a car has the tendency to swing it's direction to the axis it is pointing along. This is because of the grip of the tires, and the fact that the rolling friction only reduces friction along that axis.
The faster the car goes, the less the car can turn per distance traveled - and as you get slow, the car turns easier. When you get going fast enough, the car will start to slide, and will point a direction other than that of the axis the car is pointing along. Depending on the speed, the car's direction will orient itself along that axis once more. If the car keeps turning, the direction can never catch up and orient itself correctly, and thus you have skidding.
The skidmarks work by drawing a trianglelist using a ds_list as a data feed. Each separate tread is kept in it's own ds_list per skid. The ds_list keeps 3 variables - x,y,and angle, and reads them off for the skidmark.
Updated
For you non-registered people, I have done the impossible - I created my very own unregistered-primitives script just for this! and ported over image angle to an image index thing of a rotated sprite!
I also created alpha removal, so now, if you want, the skidmarks disappear slowly! And 2 executables are also included!
Just about all of the code is commented.
What?!? Ds_lists are registered, too? O_o Data structures are core! Neccessity!
You'll have to change it to arrays. It shouldn't be too hard. I'm about to go camping, so I can't do it.
That's cool that you made the u_list thing, now unregistereds can use this...
3rd example like this but probably the best one.
Just for the record the other ones were by Rhys Andrews and Radnom Games.
It has good car physics, but the skidding wasn't necessarily that real. The skids shouldn't appear all the time I think...
It was rather cool though...uhh....yeah...9/10 (hope 64d rating system doesn't lower it to 8...)