GameMaker: Clipping drawn graphics

Mouseover to activate, click to reposition the clipping star.

This is a tutorial about pretty much everything related to clipping drawn graphics in GameMaker.

That is, having drawn graphics only display inside a certain ("clip") area, be that a rectangle (UI regions, minimaps, etc.), circle, or a completely arbitrary shape (pictured above).

Also I'm trying new things so this post is nicely stuffed with interactive demos and snippets.

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GameMaker: Passing variables into Create event

Time to time I see questions being asked about whether it's possible to set variables prior to instance' Create event being executed or otherwise passing values into the freshly created instance.

Most often, people will say that, no, you can't do that, but here's a bunch of strange workarounds instead (executing in alarm event \ moving all Create code into a user event).

Now, as you might be suspecting by the title of the post, that is not quite correct - there's a bunch of substantially more valid methods of approaching the problem. This post covers them.

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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.

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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
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Top-down bouncing loot effects

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.

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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:

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