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).
This article will guide you through the setup of a Xubuntu 16.04 LTS Virtual Machine to test, compile and run your GameMaker Studio 2 projects on Linux.
I’m choosing Xubuntu instead of Ubuntu simply because Xubuntu is less resource hungry (
and my notebook is 5 years old I got a new notebook btw). The resulting package will run just fine on Ubuntu machines as well.
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 me “sharing is how better games are made”… so here it is my “improved” version.
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.
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
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.
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 …
Not relevant anymoreThings changed quite a bit and thought I’m still using the same notebook, I’m now a happy Windows 10 user running GameMaker Studio 2. I use Linux only …
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 …