This is a small post about a replica of the strftime function seen in PHP, C standard library, and a handful of other APIs. Such a function takes a date-time and prints it according to the given format string.
The script supports the common formats and those that mapped reasonably to GML functions.
I made a small GameMaker: Studio extension that provides a unified API for "mouselock" between desktop and web (HTML5).
The way this works is by utilizing built-in mouse snapping functions on desktop targets, and using Pointer Lock API on HTML5.
It bridges between the two, and you get simple functions like mouse_lock(), mouse_unlock(), and mouse_delta_x & mouse_delta_y for getting the mouse movement offset while mouse is locked.
So, if you ever wanted to make some web-based first-person shooters (or just games with mouselook) with GameMaker: Studio, now you can.
While working on one of recent projects, I've stumbled upon few common issues that many meet - even if you are only targeting Windows in GameMaker: Studio, you cannot access files outside the game's AppData directory (not even in program directory). Neither you can order system to open a file, meaning no external "readmes" to be easily hooked up with game, nor portable configuration files, and some other limitations.
So I took an evening and made a simplistic DLL library to bring equivalents to some functions (sleep, execute_shell, non-sandboxed I/O) back for Windows target. Function list is as following:
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:
This post is about creating window sliding effect such as seen in my old program called GMConveter. Program itself was a bit of joke actually, since at the moment of it's publication the only actual difference between GM80 and GM81 formats was a version byte in file header, which GMConverter would change, making files compatible again. Not too bad of functional part for something that was downloaded over 4 thousand times over course of two years, right? Apart from inner simplicity, it also had nice visuals, including a nice window sliding effect used on start and end of program. And that's what this article is about.