In part one of this article series, we created our database and used it to display the values of each variable on the GUI. We only covered how to add basic data types as well as enums and other objects. This time, we will do some modifications to the original database.[Read More]
Due to the overwhelming response from the hitbox and hurtbox tutorial I posted, and due to a lot of questions from you folks about how to do this particular thing, I’m going to show you how to set up a basic combo system.[Read More]
Object introspection (also called metadata or reflection) is a cool feature that gives users information about their objects and data types at run time. This means you can use information about an object in your favor to perform cool tricks.
Today, I would like to go over how to create effects in your games. We will be creating an effect object, controlling its behavior with a state machine, and using scripts to streamline the creation of these objects in game.
I am really excited about most of the new features coming up in the next few months, listed on the roadmap, so I figured I’d talk about those and the cool possibilities those features will unlock.[Read More]
It’s me again, back with yet another GameMaker basics tutorial, this time about parenting and inheritance. You can save a lot of time by creating a parent enemy object, which has common variables and code that all of your enemies may need, and passing it down.[Read More]
In my last post, I explained my process when debugging games and some tips to find bugs quickly and identify bottlenecks in your game. In this post, I'll cover some more advanced debugging techniques and also talk about profiling your game.