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personal blog tutorial

Let’s Build a Basic State Machine

Want a heavily extended, production-ready version of this tutorial? I turned it into Statement, a full state machine system for GameMaker I use daily: Get Statement on itch.io

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personal blog tutorial

Mapping Pixel Art for 3D Lighting

So, I’ve just released the new trailer and demo for my game, Dice Trek: Wishlist Dice Trek! And I’ve gotten a lot of questions over the time I’ve worked on it about the 3D sprites. I’ve been meaning to write a guide for quite awhile now, but never managed to find the time. Well, I’ve […]

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tutorial

How to Use Signals in Game Dev

I guess it’s that time of the decade for one of my GM tutorials. In this one, we’ll be implementing a little signal system I’ve been using a lot in my recent projects. Obviously, this tutorial is aimed at GameMaker users, but it should be at least a little useful for anyone. “What is a […]

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personal blog tutorial

How to (Comfortably) Deal with Modifiable Stats in RPGs (and other genres)

Learn how to easily create powerful and modifiable statistics for RPG’s (plus many other game genres)!

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personal blog spaceslingers spaceslingers devlog tutorial

Recounting A Successful Failure (The Spaceslingers Post-Mortem)

This is the part two of my original post A Pre-Post Mortem About Marketing, if you haven’t read that, I highly recommend you do so as I won’t be covering the same material here and a lot of people found the original post helpful. So what does a successful failure look like? Well, first, let’s […]

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personal blog procedural generation series tutorial

Procedural Generation in GMS #7: To Perturb A Room (Dungeon Generation)

In this entry, we learn about perturbing rooms to generate a dungeon layout!

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personal blog procedural generation series tutorial

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 featured A* pathfinding algorithm that takes tile costs into account!

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personal blog procedural generation series tutorial

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 flood fill algorithm.

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personal blog procedural generation series tutorial

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 quickly and efficiently.

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personal blog procedural generation series tutorial

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 Automata.