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.
I released a new tool today!
It takes pixel font "tilesets" and converts them into actual TTF fonts!
It is also 100% web-based, meaning that you can
try it out right now.
And this post details the development process for it.
Also it doesn't have a catchy name for now since I've not come up with a good pun yet.
This is a small post about the algorithm I wrote for the recent
pixel font tool
to establish paths of shapes and holes on the image.
While developing HTML5 games using GameMaker Studio,
it may eventually come to your attention that the game
does not render at native resolution, depending on the device,
looking variously blurry as result.
This small post is about fixing that.
(mouseover/click to play GIF)
Click here for full-sized version.
If you follow me on one or other social network, you might have seen me post this gif on April 1st.
Most readers were quick to suspect something,
but what if I told you that it was more real than you might have thought?
This small post is about that.
Illustrating why you should escape your URL parameters
If you are using HTTP requests in your GameMaker projects,
you may need to encode parameters in URLs accordingly
to prevent your requests from becoming accidentally
(or less accidentally, if user input is involved) malformed.
With some luck you may have already found the
script on YYG helpdesk, but there's a minor caveat - as of writing this post, it does not support Unicode, so any non-Latin glyphs will be lost in process. Also it's not as fast as it could be, coming from pre-GM:S days and all.
I have at one point implemented URL encoding for
and have now made a cleaner-looking, single-script version of the function.
This post is about that.
It came to my attention that no one published a user defined language mode for Notepad++ that would allow you to view BB code tags in the editor relatively comfortably, so I decided to correct that omission by publishing mine.
As far as technical details go, there isn't anything of particular complexity here - various tags are defined as delimiters and URLs use the same trick that the built-in Markdown UDL uses.
Download UDL Continue reading
This is a small note that I have made
a quick Haxe variant of the first part of my
"small guide on writing interpreters".
You can see an interactive Haxe-JS demo above,
and find the Haxe source code on bitbucket.
I was randomly asked whether I was going to write a summary-of-the-year post or anything, and I thought "sure, why not", and proceeded to spend a day doing that.
About 3 years after GMS2 release I decide that it might be a good idea to make a GMS2-specific UDL for Notepad++ instead of using my GMS1 UDL.
FontForge comes with two scripting systems
- largely-regular Python and
an unnamed scripting language that uses the extension .PE.
While the documentation advices to prefer Python scripting where possible,
it is still nice to be able to read the existing PE scripts easier.
This User Defined Language for Notepad++ aids with that,
adding folding and syntax highlighting for built-in functions and variables of
the scripting language.