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.
If 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.
In 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.
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: