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Notepad++: Syntax highlighting for GameMaker Studio

npp-gml-gms

Some time ago I've introduced a Notepad++ syntax highlighting file for GameMaker 8.1 and earlier versions. At the time, making a GameMaker: Studio version seemed slightly less senseful, since dynamic scripting functions are no longer supported, and code in XML files is escaped slightly, but then... oh do wait, extensions!
Extensions in GameMaker: Studio are imported into each project locally, permitting easy modification of their files. Of course, this also implies ability to edit GML files in them. Which in turn permits editing them with external editor of choice without having to deal with XML conversions.
So I took those several minutes needed, and updated UDL (user defined language) file for GameMaker: Studio. It contains all functions, variables, and constants present as of version 1.2.1264 (released January 22, 2014). Apart of new keywords, it now sticks to editor style better as well.
Oh, and you can fold code with comments (//{, //}). Foldable sections are awesome.

Download UDL (XML)

(or grab source from PasteBin, if Dropbox is somehow inaccessible)

... and if you prefer Sublime Text, there's GameMaker plugin for that too (by Cycododge).

On “You can’t make good HTML5 games in Haxe”

You can't make good HTML5 games in Haxe

- A phrase usually popping up when it comes to a discussion about HTML5 and Haxe. Which is complete nonsense. Not just that it is nonsense, but it's also a good measure of how little (read: none) research the author of phrase has made on the topic. I'm quite tired explaining to people, why their opinion about this is incorrect, so I've decided to group key points into a post,

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GameMaker: Click ‘n drag to pan view

vis-view-drag

Today I'm going to tell a bit about implementing "click and drag to scroll" type of effect in GameMaker. This particular thing is useful for strategy games (and normally bound to middle mouse button), applications (where visible area may exceed available window space), and various mobile games and applications (where visible area may be panned by tapping and dragging the finger).
Effect itself looks like this:

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Introducing: OpenFL-bitfive

OpenFL-bitfive logo

Today I'm officially releasing OpenFL-bitfive, an alternative backend to OpenFL-html5. Similar to standard backend, OpenFL-bitfive assists you at creating HTML5 games (apart of standard Flash, Windows, Mac, Linux, Android, iOS, [...] ones) with use of comfortable Flash-like OpenFL API. A difference is that while focusing only on certain feature set, OpenFL-bitfive reaches quite higher performance and compatibility in its niche, also making it possible to develop mobile HTML5 games using the framework. This post goes in-depth about it.

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GameMaker: Opening GM5/6/7/8 projects in Studio

Opening GameMaker files with GameMaker: Studio

One of first questions ever when starting with GameMaker: Studio is how does one open pre-Studio GameMaker projects (such as GameMaker 8.1, GameMaker 8.0, 7, 6.x, 5.x...). If you got here from search, you probably already tried opening these by dragging them over the program window or attempting to pick these from "Open" menu which does not allow to switch file types. Thus you are probably thinking something in the lines of this now:

Sad handdrawn character standning. Caption says 'Rewrite all the code?' in italics.

But no, of course it isn't that bad (why would someone do this to you?), and you can get your projects running in GameMaker: Studio by importing them. This posts explains how and why.

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GameMaker: Compacting Studio project files

If you have ever inspected directories of newly created projects for GameMaker: Studio, you may have noticed that even the seemingly empty project does "weight" a bit. 4 megabytes, to be precise (or 2 and half if zipped). Now you could say that it's not a lot nowadays, but it does stack, and those extra megabytes now and then could have came useful somewhere else (especially if keeping multiple backups of same project or periodically sending it over to someone). And, overall, it's a bit more than you'd logically expect from something that doesn't do anything (yet).
Reason of this is that upon creation your project looks roughly like this:

That is, most of space is occupied by Configs folder. It, in turn, mostly contains data and placeholder images for entire variety of platforms that GameMaker: Studio supports.
A thing is that far not many of those are actually needed in most situations, since splash screens and icons are commonly replaced with game-specific ones, and items left unmodified are commonly not used at all.
This post goes a bit into "optimizing" GameMaker: Studio projects a bit to reduce filesize drastically.

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