(mouseover/click to play GIF)
A 15fps preview of lightning
This is a little post about making a lightning/electric arc effect in GameMaker.
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(mouseover/click to play GIF)
A 15fps preview of lightning
This is a little post about making a lightning/electric arc effect in GameMaker.
Continue reading
This is an example of a circular ('wheel') menu in GameMaker.
Example is well-commented, easy to configure, and will automatically adapt to given number of menu items.
Among other things, it demonstrates 'binding' of menu actions without using dynamic functionality, making it compatible with GameMaker: Studio.
It's like drifting. On a spaceship. In space.
Today, instead of doing something possibly more interesting for a hour and some, I've spent those to edit standard theme that comes with GameMaker: Studio.
Modifications are as following:
I'll try to also include an icon file soon, but until then, a preferred method of installation is baking up of original "GMGreen.skn" and placing .skn from archive on it's place. Restarting GameMaker: Studio is required, obviously.
Today I've spent some time making this intermediately impressive turn-based battle example.
It supports infinite number of unit "teams", configurable properties, inheritance, and more.
Built-in system will also attempt to reduce chances of developer (you) accidentally messing up something.
And there's easily configurable AI built-in too.
Overall, I somewhat got carried away while making original example, which was planned just include turns with unit selection.
I'm not a specialist on topic of weird helicopters, but this looks like one.
This secretly awesome example provides a system to 'connect' objects together, meaning that 'child' objects will be positioned relative to their 'parent' in means of both position and rotation.
Also you can (in turn) also make those 'child' objects 'connectors', meaning potentially infinite number of 'levels' of instances behaving separately.
For ones that might have this example from my old website, it is worth checking out again, since it has been rewritten almost completely, delivering quite cleaner naming, as well as easier access to child object properties, and some optimizations.
This example can be particularly useful for games involving 'modular' vehicles, as well as multi-object bosses.
Most of units turning back to take advantage of appearing hole in the maze
This example may be useful for ones making games of Tower Defense genre, as well as other games that require instances to dynamically re-adjust their path as new obstacles are being added.
System, included in this example, recalculates paths only when needed, thus providing minimum resource usage.
As well it detects if units have been blocked (to exclude possibility of cheating by enclosing units), and has a lesser sub-system to recycle & reuse paths.
Overall, should be intermediately useful.