This post is about implementing custom timelines in GameMaker.
Admittedly, timelines remain to be one of the more dated features of the software, designed for a specific purpose and kept in their original form for compatibility.
Time to time you'll see someone stopping by on forums to write a big rant about how these are a mess, do not do what they expect them to do, and should be redesigned immediately.
People will usually also argue that doing these things by yourself is too hard.
Since it is far easier than people claim, I decided to write a post about this.
Over time, I have witnessed a particular scenario a few too many times:
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.
A person loses days, weeks, or even months of work due to human error and/or hardware failure(s).
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.
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.