Similar Posts
Testing the platformer engine I’ve been working on
I’ll write a longer post soon. You can watch the video on youtube with some audio effects as well. I’m still early into the planning stages of the game. I just needed a platformer engine I can work with to build the game. It’s going to be a Metroidvania type of game. More on that…
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…
Metroidvania Metroid-like World Design
The 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…
Advanced Animation Control in GameMaker Studio 2 – Method 1
Let’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).
Kren Devlog #1 – Upgrade System and Level Specific Items
This post is outdatedThe following (quite naive) ideas and methods have now been replaced. This post was written when I was just starting out with game development (I was learning GameMaker Studio). Player now has data (like energy, starting_x and starting_y positions, starting direction and so on) and a nice inventory of permanent upgrades. I’ve…
Devlog #1 – GameMaker: Studio new Project
This 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