Introducing: POOL [of doom!]


Game's title screen

This week a One Script Games jam was held on GameMaker forums. In short, the rules are that the entire game must be done inside a single script (function), which is then called once per frame, and must make use of built-in functions to store and process all needed information.

While potentially a little quirky, this seemed like an interesting challenge, so I made a game for it.

The result is a mini-FPS that is a mix of Doom, Quake, and a particular cue sport.

You can download it right now or read the full post for technical details.

Continue reading

GameMaker: Minifying JSON

If you've spent some time working with JSON in GameMaker: Studio, you may have noticed that the built-in functions aren't exactly interested at making output laconic - they always write numbers with 6-digit precision, meaning that 3.5 always becomes 3.500000 even though the extra zeroes serve no purpose whatsoever.

The problem becomes more prominent when encoding data that is largely numbers - say, if writing down a shuffled sequence of numbers,

var map = ds_map_create();
//
var list = ds_list_create();
for (var i = 0; i < 32; i++) ds_list_add(list, i);
ds_list_shuffle(list);
ds_map_add_list(map, "order", list);
//
var json = json_encode(map);
ds_map_destroy(map); // destroys the list in the map as well
show_debug_message(json);

The output is as following:

{ "order": [ 30.000000, 22.000000, 2.000000, 8.000000, 17.000000, 14.000000, 25.000000, 9.000000, 20.000000, 29.000000, 10.000000, 26.000000, 6.000000, 15.000000, 21.000000, 1.000000, 11.000000, 3.000000, 24.000000, 12.000000, 19.000000, 31.000000, 7.000000, 28.000000, 18.000000, 4.000000, 0.000000, 5.000000, 27.000000, 16.000000, 23.000000, 13.000000 ] }

Where, out of 357 bytes, 250 bytes are whitespace or unneeded "precision".
A little inconvenient, if you don't have a compression algorithm on hand.
But, of course, that can be helped with a script.

(post revised in 2018)

Continue reading

Nuclear Throne Together v9838 – beam crossing, spectating, and other things

I've released my online multiplayer mod for Nuclear Throne just a bit over two weeks ago. That was interesting. I had since received a plenty of feedback, bug reports, and feature requests. Today I've released what can be considered a major public update, and this is a small average-sized post about interesting things in it.

Continue reading

Introducing: Nuclear Throne Together

Perhaps you've already heard that I've been recently developing a mod for the current version of Nuclear Throne. And not "just" a mod, but quite an impressing one:

  • Adds Steam-based online multiplayer support to the game.
    That means invitations, public game list, and no port forwarding.
  • Replays
    Easily record and review your runs to learn from mistakes.
    Or even attempt to correct them by dropping into the game at any point of a replay.
  • Better coop
    Nuclear Throne never was a coop-centric game, and thus coop mode didn't receive enough attention, remaining ridden with various small bugs. This mod changes that, fixing pretty much every known issue, and giving coop some much-needed polish.
  • Bugfixes
    While fixing coop-related bugs is an obvious choice given the scope of the mod, I didn't stick to just that, and also fixed a handful of other issues with the game. Bugged "crown vaults"? Fixed. Game hanging in certain areas? Fixed. Occasional crashes during an intro to an important boss fight? Also fixed. The full list is long (200+ items) and available in the "readme" document.

So it works, it's nice, and you can download it right now.

Or continue reading on process and potential questions.

Continue reading

GameMaker: Using external version control

Over time, I have witnessed a particular scenario a few too many times:

  1. A person demonstrates complete unwillingness to learn how to use version control, be that due to "lack of need" or delightful claims of their existing approaches (which most often turn out to be manual backups) being sufficient or even superior.
  2. A person loses days, weeks, or even months of work due to human error and/or hardware failure(s).
  3. Noticeably bitter about the situation, a person attempts to continue defending their position.

Having spent far too much time arguing with people and explaining how to use version control, I have decided to make a blog post that would cover a few things on the matter:

  • Explain the advantages of version control over "simpler" backups.
  • Explain (step-by-step) the basics of using a common combination for version control being BitBucket (service) + Git (software) + SourceTree (GUI client).

While this tutorial is oriented on GameMaker: Studio users, it can also be easily applied for other tools.

Continue reading

Understanding isometric grids

Isometric grid coordinate conversion demo
A GIF of the interactive demo seen later in this post.

Questions about the algorithms related to isometric grids are not uncommon. In fact, they are a little more common than you could expect them to be, given the relative simplicity of things.

So I have decided to write a little blog post on the two things important here:

  1. Converting local isometric grid' coordinates to global screen-space coordinates
  2. Converting global/screen-space coordinates to isometric grid' local coordinates
Continue reading

Top-down bouncing loot effects

GIF
In action

A little while ago, I was asked about what would be a good approach to creating an effect for a top-down game where coins would fly out of a smashed object. Not recalling any tutorials on the matter, I've made an example of this exact thing, and this is a post detailing everything related to such an effect.

Continue reading

GameMaker: applying “with” to multiple objects

As you may know, GameMaker Language has a Pascal-like "with" structure:

with (value) { code }

but it's not exactly like the Pascal version. In GameMaker, it can take an instance:

var bullet = instance_create(x, y, obj_bullet);
with (bullet) direction = 180;

or an object type (and will apply the expression to each instance of it):

with (obj_bullet) instance_destroy();

This can be rather handy under the multiple circumstances.

However, initially the same block can not be applied to multiple values, and that's less handy.

Sometimes you can cheat by applying the expression to a shared "parent" type of objects, but that is not always the case (and can have side effects if there are more object types meeting the condition).

So let's consider your options for applying a piece of code to all instances of several types: }

Continue reading