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Nikles dabbling in Game Dev
  • Fuzeboy | My Projects

    Fuzeboy – A new beginning

    ByNikles June 4, 2017August 10, 2017

    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…

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  • GameMaker Tutorials

    Room Start Event Execution Order for Persistent Objects in GameMaker: Studio

    ByNikles May 2, 2017August 10, 2017

    It’s a well known fact that GameMaker: Studio 1.4 follows this order of events: Create Event of each instance Instance Creation Code of each instance Game Start Event (this will only be run in the very first room of the game) Room Creation Code Room Start Event of all instances You can set the order…

    Read More Room Start Event Execution Order for Persistent Objects in GameMaker: StudioContinue

  • Fuzeboy | GameMaker Tutorials | My Projects

    How I Scale Fuzeboy Resolution on Mobile and Desktop Devices

    ByNikles March 20, 2017August 10, 2017

    Fuzeboy’s still in development so it’s only natural that sometimes I take time to rewrite stuff, to fix things, to experiment and so on. We try, we break, we fix, we extend, we change. We evolve. One issue we faced from the start, is the game resolution. What we knew was that we wanted pixel…

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  • GameMaker Tutorials

    Optimizing Collision Code

    ByNikles January 17, 2017August 10, 2017

    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…

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  • GameMaker Tutorials

    Basic Platformer Mechanics in GameMaker: Studio

    ByNikles January 14, 2017August 10, 2017

    I’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.

    Read More Basic Platformer Mechanics in GameMaker: StudioContinue

  • Fuzeboy | Game Design | My Projects

    Fuzeboy devlog – Fair death system

    ByNikles January 9, 2017January 9, 2017

    Don’t you hate it when, during a death animation/sequence, your character accidentally touches a powerup or a health pack… and then it dies anyway?! This is what we wanted to avoid in Fuzeboy: unfairness. If you catch a heart during the final knockback, you will have another shot at it.

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  • Fuzeboy | My Projects

    Fuzeboy full steam ahead!

    ByNikles January 9, 2017

    In 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…

    Read More Fuzeboy full steam ahead!Continue

  • GameMaker Tutorials

    Devlog #1 – GameMaker: Studio new Project

    ByNikles November 14, 2016August 10, 2017

    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

    Read More Devlog #1 – GameMaker: Studio new ProjectContinue

  • Game Design

    Metroidvania Metroid-like World Design

    ByNikles July 21, 2016August 10, 2017

    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…

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  • Kren | My Projects

    Kren devlog #3 – basic metroidvania planning

    ByNikles June 9, 2016August 10, 2017

    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…

    Read More Kren devlog #3 – basic metroidvania planningContinue

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I’m Nikles, a professional software engineer. In this blog, I document my experiments with GameMaker, Godot, PyGame and more…

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