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How I positioned the tileset in my tech demo
In 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…
Fuzeboy – Status Update – [9 AUG 2017]
As some of you might know, Fuzeboy’s project scope changed considerably during its development. There’s been an overhaul of features, specifications, goals and deadlines. Originally thought to be a quick mobile only game, we then shifted our vision a bit to make it playable on desktops as well; now we decided to abandon the mobile…
Screen Tearing / Wavy Effect in GameMaker Studio 2 (using Surfaces)
After 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…
Book Update – 2018-09-01 – It’s taking shape
So 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…
Optimizing Collision Code
As 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…
Choosing the right resolution for a 2D Platformer
In this post I’ll try to write down the thinking process I made when I chose to develop Kren at a 384×216 sceen resolution.