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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…
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.
Fuzeboy – A new beginning
Me 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…
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
Kren devlog #3 – basic metroidvania planning
A well developed metroidvania game should start with a solid planning phase. One of the first things to figure out is the character movement. I’m not talking about physical variables such as speed, friction and acceleration. I’m talking about figuring out what are the movements we want the Player to be able to execute during the…
Fuzeboy is now being made in GameMaker Studio 2
Yet another official announcement: Fuzeboy is now being rewritten in GameMaker Studio 2. After getting familiar with the new UI and the new GML functionalities, I’ve realized it made little to no sense at all to keep using GM:S 1.x. I’m already rewriting Fuzeboy from scratch so I might just use the new, improved IDE….