GameMaker: Orbiting


Interactive demo. Mouseover to activate, drag planets around.

This is an example of making an instance orbit around other instance in GameMaker.

In contrast to other similar examples (and commonly given advice of the kind), it allows to define orbiting speed in a common way (pixels/frame instead of degrees/frame).

This is accomplished by calculating the distance to orbit' center (from current position), calculating the orbit' length, and thus converting pixel speed to degree speed.

New position is then calculated and instance' speed is adjusted for it to reach it the next frame.
This allows to use direction in collision calculations as per usual.

Overall, the code is simple enough but documented regardless.

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Code follows,

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GameMaker: 8-way shooting with 4 keys


This is a specific example for shooting in 8 directions by having 4 'shoot' keys, which, in different combinations, determine direction. While not being exactly a common control scheme, in some situations this proves to be better than different schemes with single attack button, as it allows projectiles to be fired in directions independent from movement, essentially granting something similar to 'analog sticks' of gamepads.
Example is simple, well commented, and would be rather easy to implement.

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Love2d: A game in 8 minutes


A video.

Yesterday I've made a game in Love2d. In a bit over 8 minutes.
Originally I planned to get everything done in 5 minutes (similar to previous GameMaker-related post), however I somewhat overrated my ability to type 3-segment function names that I'm not that similar with.

GameMaker: “notification” window


In the example, 'notifier' is just being annoying on purpose

This is an example for adding smooth-looking slide effect to game's window in GameMaker.
I suppose that ones to use my old program 'GMConverter' might have seen it there.
Despite of simplicity, it doesn't seem to be a common thing to see in games and applications.
Taking low ability of people to understand my original code, this example is well-commented and attempts to simplify usage where possible.

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