Featuring more tricks that you probably haven't heard about, and not just for old GameMaker versions!
Continue readingTag Archives: gamemaker
GameMaker: Custom pseudorandom number generators!
I wrote a bunch of PRNGs for GameMaker!
This is a large-ish post about what these are, how they work, when you might want to use them, and performance comparisons.
Continue readingGameMaker: Radial health/progress bars
This is a post about turning this
into this:
(click to interact)Click/drag to adjust %
Continue readingGameMaker: debugging random generation
Have you ever been working on procedural generation, deterministic netcode, or anything else where the order of operations is important?
This is a post about how to debug order of execution for random number generation functions or built-in functions in general.
Continue readingGameMaker: Statics and method overriding
This is a post about how to call a function from a parent constructor in a same-named function in a child constructor and how static
works in GameMaker Language in general.
GameMaker: trace/log function with position information
Have you ever wanted to automatically show file+line in your debug output so that you don't have to guess which of three places did a line reading "oh no" come out?
Continue readingGameMaker: DIY closures
GameMaker Language currently doesn't have closures.
It might in GMRT (proposal), but for now you cannot do something like this
function get_enemies_below_hp(_enemies, _threshold) { return array_filter(_enemies, function(_enemy) { return _enemy.hp < _threshold; }); }
because _threshold
is not visible inside the inner function.
But there are some ways around that.
Continue readingGameMaker: Homing missiles
This is a post about doing homing missiles in GameMaker!
Continue readingGameMaker: Windows extensions FAQ
This is a little FAQ for various Windows-specific extensions for GameMaker that I make!
Building a better localization system for GameMaker
We recently added localization support to Ghost Croquet!
In doing so, I have also improved the localization system that I use in my projects (and perhaps you could too).
This is a post about the process, architecture, and challenges.
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