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 choose.
Continue reading⚂ The refreshing smell of
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 choose.
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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.
Continue readingIf you are developing a C++ application without use of standard library (be it a driver, shellcode, or just a tiny DLL), you might have noticed that this also means that you don't get to use the standard formatted output function. This is a post about getting around that through use of WinAPI.
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Click to watch the video on YouTube (or on Twitter, Reddit)
For this April Fools I made a small video showing me create and run a Godot project in GameMaker!
It's a good goof, but what if I told you that the video is not edited?
This is a post about how that had been accomplished.
Continue readingIn light of recent news (original wording on archive) of the game's multiplayer update being canceled and overall uncertainty about the game's future, I look back at the game, the announcement, and how did this even happen.
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If you've made a game with GameMaker during the past decade that opens web pages on some occasion, you might have been recently hearing complaints from players about the game no longer successfully doing so. This is a tiny post about what is that all about and how to fix it.
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If this looks slightly familiar, that's because it is
Considering that frequency at which people ask me about what it takes to do netcode (and what they need ready for it) continues to rise year-to-year, I figured that it's about time that I finally make a blog post about this.
This one's about deterministic netcode as it is by far most requested and also the kind where it's possible to give more specific advice than "it depends".
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If you've been trying to import older extensions into GameMaker Studio 2.3.1 or newer, you might encounter these error messages time to time:
wrong number of arguments for function buffer_get_surface wrong number of arguments for function buffer_set_surface
This is a small post on how to get rid of that:
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This is a little post about using Haxe's macro class {} reification syntax to make it easier to write macros that make it easier to write your code.
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This is a small post about how to display custom warning/error messages in Pre-Build/Pre-Link/Post-Build events in Visual Studio, which consequently means that you can have build event errors look better than this:
Thanks, Visual Studio!