This post serves as a collection of descriptions and links to various GameMaker-related assets and extensions that I have published over time.
Back when publishing it in 2017, I thought it was longer than expected, but it had since grown about twice in size. At least the blog has that "navigation" sidebar now.
Also should answer the "how do I support your work" question that some readers have.
This is a kind of a blog post that you probably don't need unless you've already
had an encounter with its subject.
This is a blog post outlining the various formats that emerged over the two decades of GameMaker history
(there being few dozen of them now) and instructions on how to open them in various GameMaker versions.
A sample model from GameMaker Model Viewer and its raw data
This is a blog post about the structure of GameMaker's (now-legacy) 3d model format.
A small post about using
System.IO.Compression.DeflateStream for compressing data in C# (and Haxe-C#).
Ever work in GameMaker and find yourself thinking "I wish I could log the contents of this buffer without pausing and staring at it in the debugger"?
(click to interact)
Alternatively titled "exciting adventures in doing trigonometry without CRT".
A small sample of people's pleas to Discord - from Twitter
Should you open any Discord tweet and scroll past the usual meme and good time responses,
you'll see no less than a few pleas for help - even more if you look at
So how did we get here and how does it keep getting worse - with even competent users losing their accounts and servers to hackers?
I made a game with non-Euclidean mechanics
"Stop Waiting For Godot" game jam last weekend!
You can check it out
on itch.io (this includes a web version)
and find the source code on GitHub.
This is a post about how I did it and my first-time experiences with Godot.
A little post about a little GameMaker script to randomly return one of the values while minding their "weights"
- in other words, a "biased" version of
Having been making native extensions for GameMaker for years,
there is one thing that always bothered me:
although the code is often minimal
(some of my smaller extensions have less than 100 lines of code!),
the DLLs still come out to 70..100KB
OR have to depend on Microsoft Visual C++ Runtime Redistributable,
which is non-preferable for games that should "just run".
Having finally figured it out, I decided to write a small post about the matter.