Screen Tearing / Wavy Effect in GameMaker Studio 2 (using Surfaces)

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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 …

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Guide to develop low resolution 2D platformers with smooth movement and pixel perfect collisions in GameMaker Studio 2 (with slopes)

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This guide explores the ins and outs of making low resolution 2D Platformers with both pixel perfect, precise collisions (with slopes) and sub-pixel, smooth sprite movements. Turns out you CAN have smooth low res graphics.

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Advanced Animation Control in GameMaker Studio 2 – Method 1

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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 is the folder’s content, exported from Photoshop. File naming scheme is important.

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How I Scale Fuzeboy Resolution on Mobile and Desktop Devices

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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.
A scene from Fuzeboy. There’s only one way to view pixel art… and that is with pixel perfect scaling.
One issue we faced from the start, is the game resolution. What we knew was that we wanted pixel perfect scaling no matter what. Remember that this game will be both for mobile and desktop. Here’s my solution as of today.

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Basic Platformer Mechanics in GameMaker: Studio

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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.

Fuzeboy early gameplay

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Devlog #1 – GameMaker: Studio new Project

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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

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