Sometimes, you may want to draw a copy of the game's screen into itself - usually for a purpose-specific effect (proper name is Droste effect) like TV screens.
This small post explains the process of doing so.
This post is about implementing custom timelines in GameMaker.
Admittedly, timelines remain to be one of the more dated features of the software, designed for a specific purpose and kept in their original form for compatibility.
Time to time you'll see someone stopping by on forums to write a big rant about how these are a mess, do not do what they expect them to do, and should be redesigned immediately.
People will usually also argue that doing these things by yourself is too hard.
Since it is far easier than people claim, I decided to write a post about this.
Roughly this time last year, I released GMLive - a web-based program that allows to write and run small snippets of GameMaker code right in the browser, including live reloading.
Today I'm pleased to announce that situation further improved and I am bringing live-coding to GameMaker: Studio and GameMaker Studio 2 themselves.
This is a small post about a method for figuring out collision_line's "contact point" in GameMaker - in other words, obtaining not just whether there's something on the way, but also the nearest point on the nearest matching entity.
Most commonly asked about for "hitscan" weapons and laser-sights, but has many uses.Continue reading
This post serves as a collection of descriptions and links to various GameMaker-related assets and extensions that I have published over time.
It was supposed to be a short post, but turns out that I have made a lot of things.
Also should answer the "how do I support your work" question that some readers have.Continue reading
This post about the issues with GameMaker's built-in JSON functions and an extension I made to address the issues.Continue reading
On some occasions you may want to open a link in a new tab a GameMaker' HTML5 game.
As simple as it may look, this presents a bit of a problem:
url_open_ext is by far the most convenient of these, so let me explain why that does not work:
To prevent any page from being able to randomly open indefinitely large quantities of new tabs, the browser will automatically block attempts to open new tabs\windows unless they originate from user interaction (click event);
GameMaker handles events, and writes down new input states to later dispatch GML-level events at the right time and place (see event order). This means that your GML code inside a "Mouse Pressed" event does not count as originating from a user interaction (as it executes a few milliseconds later), and thus is not allowed to open new tabs (and do some other things).
However, with a bit of JS (and understanding of internal workings of GM), it is possible to accomplish the intended result, and this post is about that.Continue reading
This post is about resolving situations involving loosing parts of GameMaker projects - be that from human error, software glitches, or hardware failure.Continue reading
Original Spelunky's source code is available for download for a while now.
The downloadable project is, however, in GM8 format, and does not easily work in GMS.
At the same time, a GameMaker:Studio-compatible (ported) version of Spelunky Classic was included in Humble GameMaker Bundle, and thus available to anyone that bought the bundle.
A certain problem with that is, obviously, that if you haven't had the luck to be made aware of and buy the bundle in time, you would not have access to it afterwards.
However, I was able to confirm that the GMS version of Spelunky Classic included in the bundle can in fact be distributed publicly (because the GM8 one already is publicly available), so here's that:
Keep in mind, however, that this the exact file made available via Humble - it may still have some oddities that you'd need to resolve. Regardless, a solid starting point.
For discussions, check out the official forums. Have fun!