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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…
How I positioned the tileset in my tech demo
ByNiklesIn the earlier tech demo, I had positioned a truckload of similar tilesets. Those bluish/greyish square blocks are not hand picked. I did not make that work in the level editor. I got inspired by the Smart Tile Objects tutorial by HeartBeast. I simply downloaded the Square Blocks Textures from OpenGameArt.org, cut and pasted a bit in…
Screen Tearing / Wavy Effect in GameMaker Studio 2 (using Surfaces)
ByNiklesAfter playing Environmental Station Alpha, I decided I wanted to implement the screen tearing effect Hempuli is using in his game. I didn’t know how he achieved it so I had to start from scratch and think about different approaches. Knowing nothing about shaders, I was left with surfaces. I jotted down some code and…
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.
MetroidvaniaMetroid-like World DesignByNiklesThe Metroidvania Metroid-like game genre, from a development perspective, is quite complex to master. World and level design, for examples, are core elements of the game along with player abilities and game physics. You cannot plan one without the other. This is because player abilities, powerups and game physics, are the very elements that allow the Player…
Devlog #1 – GameMaker: Studio new Project
ByNiklesThis entry marks the first entry of a new Devlog Series. I’m currently working on a couple of GameMaker projects and I thought it might be useful to document my development process. I’ve been inspired to do so by reading the Loadworld Devlog PT. 2 by @ZackBellGames
