Latest
For when you want to see a big ol' list of what I've been doing.
SundialBuild a day/night cycle for your game visually, right inside GameMaker, without code!
Statement 2 releasedUpdated transitions, added more flexible exit locks and rebuilds Statement Lens.
Catalyst 2 releasedStatistics grew into Resources, Flows, Effects and reactive gameplay data.
FateWeighted random drops for when randomness is just a little bit too random.
QuillGM sucks at text input. Quill fixes that.
WhisperA storylet engine that chooses the right dialogue for the right moment in your game!
CatalystStats, resources and effects that are easy to make and modify but with a lot of hidden depth (kinda like an iceberg!)
PulseDecouple to your hearts content, making communication between different objects and code chunks robust and simple.
StatementStates simply made to be simple (and yet, somehow containing a lot of advanced machinery when you need it).
- Mapping Pixel Art for 3D Lighting
Draw the maps needed to light pixel art in 3D.
- How to Use Signals in Game Dev
Decouple GameMaker systems with signals.
- How to (Comfortably) Deal with Modifiable Stats in RPGs (and other genres)
Build flexible, modifiable RPG statistics.
- Recounting A Successful Failure (The Spaceslingers Post-Mortem)
What Spaceslingers taught me after launch.
- Procedural Generation in GMS #7: To Perturb A Room (Dungeon Generation)
In this entry, we learn about perturbing rooms to generate a dungeon layout!
- Procedural Generation in GMS #6: A* Is Born (Pathfinding's Greatest Hits)
In this entry we explore the fascinating world of pathfinding, culminating in a fully...
- Procedural Generation in GMS #5: A Flood of Fills
In this entry, we learn how a little bit of recursion can make some big waves with the...
- Procedural Generation in GMS #4: Connecting the Dots with Bresenham's
In this entry, we learn how to use Bresenham's line algorithm to connect two points...
- Procedural Generation in GMS #3: Creating Sweet Maps with Cellular Automata
In this entry, we dive into the fascinating world of map generation using Cellular...
- Procedural Generation in GMS #2: Learning the Basics
In the second entry in the series, we learn about the data structures we will be using...
- Procedural Generation in GMS #1: An Introduction
This is the first entry in a series about creating procedurally generated content...
- Generating Maps (Bonus Plug and Play Map Generation Code Inside)
Four practical procedural map generators.
- A Pre-Post-Mortem About Marketing
Five hard earned lessons I learned about marketing while making Spaceslingers for $0...
- Creating Sweet Particle Effects in GMS2
Learn how to create the wormhole particle effects in Spaceslingers, along with a bunch...
