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July 18, 2018Guest Blogger
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]
June 19, 2018Guest Blogger
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]
May 17, 2018Guest Blogger
In this entry, I will go over how to write your own timers and how to use them.
May 08, 2018Guest Blogger
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.
May 03, 2018Guest Blogger
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.
April 10, 2018Guest Blogger
I will show you some simple AI concepts and how to set up different behaviors for your games. It may be better to stop thinking about AI as “intelligence” and start to think of it as a series of behaviors.
March 29, 2018Guest Blogger
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]
March 12, 2018Guest Blogger
Today, the topic of discussion is object ownership. By assigning an owner to an object, which is usually another object, we can manage object interactions.[Read More]
February 07, 2018Guest Blogger
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]
February 01, 2018Guest Blogger
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.