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Choosing the right resolution for a 2D Platformer
ByNiklesIn 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.
Kren Devlog #2 – Officially looking for a (Pixel) Artist
ByNiklesToday I started posting around forums. I’m looking for an artist. I have no artistic skills whatsoever; I cannot draw tilesets, sprites, animations… let alone concept art.
Fuzeboy is now being made in GameMaker Studio 2
ByNiklesYet 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….
Fuzeboy full steam ahead!
ByNiklesIn November 2016 I met Denis (@darftey). He’s a pixel artist. One of the best I’ve ever met, actually. We teamed up to develop Fuzeboy. It shouldn’t come as a surprise that since then, the development of KREN has been put on hold indefinitely. We’re pushing hard on this mobile platformer game. There is still…
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).
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…
