Similar Posts
Book Update – 2018-09-01 – It’s taking shape
ByNiklesSo I found an artist willing to collaborate with me on my GameMaker Studio 2 book. Thank God I can work with him once again! He’s the most talented Pixel Artist around. He knows about game development and the whole process and he can draw pretty much everything you throw at him. I bet you…
Fuzeboy devlog – Fair death system
ByNiklesDon’t you hate it when, during a death animation/sequence, your character accidentally touches a powerup or a health pack… and then it dies anyway?! This is what we wanted to avoid in Fuzeboy: unfairness. If you catch a heart during the final knockback, you will have another shot at it.
Advanced Animation Control in GameMaker Studio 2 – Method 1
ByNiklesLet’s say that you have a sprite with a complex animation (i.e. variable frame rate). As you can see from the following image, each frame will play at a specific time (I use a simple Photoshop script to export the frames, I’ll write an article about it later).
Fuzeboy – A new beginning
ByNiklesMe and Darftey have been developing Fuzeboy for five months now. We met in late Novemeber 2016, experimented a bit with prototypes and then started serious development in January 2017. It all started as a small mobile game (you can see the touch controls in the image above) but soon it was clear Fuzeboy was no small game…
Basic Platformer Mechanics in GameMaker: Studio
ByNiklesI’m fond of platformers. It’s only natural that I spent the past year studying and refining platformer engines for GameMaker: Studio. Here’s what I actually use for my engine.
Optimizing Collision Code
ByNiklesAs I said in a previous post about my platformer engine (the one I’m working on for Fuzeboy), I’m using Zack Bell‘s code as a base. Recently I started to look into ways to optimize such code without losing the functionality (slopes are a big feature of that simple collision/movement code). And as someone once told…
