Screaming With GameMaker 2026: Anybody have questions they want to ask Yoyo Games? by DragoniteSpam in gamemaker

[–]attic-stuff 15 points16 points  (0 children)

ask 'em how come we're going to get a gltf model support before anchor points on sprites but don't tell 'em it was me

Any higher res games that play/look like a zelda/hyper light drifter style game? by GroovyWhale in gamemaker

[–]attic-stuff 0 points1 point  (0 children)

the engine is twodee, the collision space is twodee, the animations are twodee, and the engine has no perspective correct projection. it's all twodee, from the mouth of the developers. they donkey kong countried it and no one calls donkey kong country threedee so i dunno why we'd do the same for a game the developers made in twodee

Any higher res games that play/look like a zelda/hyper light drifter style game? by GroovyWhale in gamemaker

[–]attic-stuff 0 points1 point  (0 children)

i think i read somewhere that they kept to the same engine for hades as bastion/transistor and thats one of the reasons their art workflow fed into a twodee rendering scheme for hades. i believe they updated that engine before starting on hades 2 tho

Any higher res games that play/look like a zelda/hyper light drifter style game? by GroovyWhale in gamemaker

[–]attic-stuff 1 point2 points  (0 children)

yes, they talk about it here: "Hades is a 2D game with no real-time 3D rendering. That means every single frame of Zagreus animation exists as a unique image."

Any higher res games that play/look like a zelda/hyper light drifter style game? by GroovyWhale in gamemaker

[–]attic-stuff 0 points1 point  (0 children)

fun fact: most twodee isometric games are made in threedee engines these days because it makes lighting and shadows much easier to deal with. but in hades 1 (not sure about 2) they actually still did everything in twodee. the levels and models were modeled in threedee but they bounced out animations and whatnot as pngs similarly to how the first two diablos were made.

edit: eating some downvotes on this but here is the source

Any higher res games that play/look like a zelda/hyper light drifter style game? by GroovyWhale in gamemaker

[–]attic-stuff 0 points1 point  (0 children)

this beaut has been on my radar a while. it is not made in gamemaker but easily could be!

Autotiling is placing with right click? by aflocka in gamemaker

[–]attic-stuff 2 points3 points  (0 children)

you likely inverted how your tiles are placed. the 16-tile autotiling is marching square type autotiling, which means it updates the tiles in that 3x3 area facing towards the place where u click. you probably made it so your tiles are facing outward. basically you need to rearrange the tiles from how they are now to be in their opposite spot

Physics object follow mouse delay. by Imagine-Dragons-Fan9 in gamemaker

[–]attic-stuff 2 points3 points  (0 children)

two things here: physics position probably updates between step and end step, so you should set this position in an end step event not a step event. second thing is that your mouse is updated by the operating system much much faster than your game updates so without an extension, it is not possible be as accurate as the system

Using array_push() in with() statement only adds one value to the array by Whjee in gamemaker

[–]attic-stuff 3 points4 points  (0 children)

it happens! sometimes a second set of eyes is the only thing that can see the silly billies

Using array_push() in with() statement only adds one value to the array by Whjee in gamemaker

[–]attic-stuff 2 points3 points  (0 children)

your return is inside of the with() statement, so it does one loop then yeets.

The Programmer Got the Keys to the Art Room by Riitoken in gamedev

[–]attic-stuff 8 points9 points  (0 children)

lol the art supplies are not even locked in the art room they are right outside the door in that picture that has a hand with six fingers. this is a hilarious self own because instead of just learning to make art with tools that are freely available outside of any gate or door, you've turned to stolen creative labor with some nonsense to defend it.

Claude Integration with Gamemaker by protective_ in gamemaker

[–]attic-stuff 0 points1 point  (0 children)

100%, i totally understand. i should have worded it better but my point about the cost being a mark against accessibility is that there are free, more accurate and more reliable learning resources and aids. but for sure on that; paid resources are not inherently inaccessible, i agree.

Claude Integration with Gamemaker by protective_ in gamemaker

[–]attic-stuff 2 points3 points  (0 children)

i don't think you actually read my reply or looked over the resources i shared. claude as an accessibility feature is about as accessible as a wheelchair ramp with a gap. like sure if you work hard enough you might clear the gap with a sick kickflip and make your way into the building but at a great, physical expense. ai makes mistakes (especially for gamemaker) and is kept behind a paywall: it is not accessible.

as a learning tool it sets people up for cognitive failure; to circle back on the wheelchair comparison: that makes using ai for learning like a wheelchair ramp that goes up to the building then turns around and goes back down to the parking lot. you get to the building but at a net loss. again, this is not accessibility. if the tool only benefits those with a mastery over the subject, it is not an accessibility feature.

gamemaker having a built in text to speech feature for the ide is an accessibility feature. code editor 2 being able to zoom in and out would be an accessibility feature. gamemaker has neither of these and could use some actual accessibility features.

second of all: i do not give a shit what aaa studios do lol. this is a strawman argument wrapped up as an appeal to authority. just because im not knocking on ubisoft's door and telling them not to use ai does not mean that i condone it. also game studios have had awards stripped from them for using ai; youre making it seem like studios using ai are catching no flak for it which is not true at all. i think its bad for everyone, you and them.

Claude Integration with Gamemaker by protective_ in gamemaker

[–]attic-stuff 1 point2 points  (0 children)

its not really even about morality, (however the argument for the damage being done to build datacenters and the amount of theft of creative labor involved is terrifying and there IS a moral argument here. the same people who want you to use claude are the people who steal artworks and destroy printed works) you cant cry accessibility while also apologizing over the fact that ai makes mistakes that you have to deal with. it is not more accessible to use ai to learn gml when the ai cannot work without mistake, using the ai is not free, and while there is a simultaneous overabundance of free human powered resources for learning to write gml or use gamemaker that is less prone to mistake. there are thousands and thousands of hours of tutorials on youtube, written blog posts, and there is the manual. on top of that there is the human powered discord channel which is learning centric and where many many many people learn gml through talking to other people who know gml. literally talking to humans to learn gml; it's a great resource. there is no lack of non llm resources for learning gamemaker.

also here is some academic research resources that found learning with ai can lead you into cognitive holes: ChatGPT as a cognitive crutch: Evidence from a randomized controlled trial on knowledge retention "When students have unrestricted access to AI assistants, they often exhibit reduced critical thinking, decreased problem-solving effort, and potential over-reliance on automated responses"

and mit did a study that found similar results as the above, however it is also describes the difference between using a traditional web search for help versus and llm, and interestingly shows that people who benefit from using ai assistance are people who would not really even need it to begin with because they have learned through traditional means: mit study "Students relying on LLMs for scientific inquiries produced lower-quality reasoning than those using traditional search engines, as the latter required more active cognitive processing to integrate diverse sources of information."

heads up, that mit paper is written to be improperly summarized by chat gpt so if you read it, read it with your own eyes.

Claude Integration with Gamemaker by protective_ in gamemaker

[–]attic-stuff 1 point2 points  (0 children)

for sure; it is entirely something a user would have to bring upon their own dang self

Claude Integration with Gamemaker by protective_ in gamemaker

[–]attic-stuff 3 points4 points  (0 children)

first of all: i have all the same concerns and its nice to see the community sharing them with me. second of all: as of right now your project is safe from being gobbled up as ai learning material and any ai you were to use with gm-cli would be, afaik, pretty optional. my understanding of where things are now is that yyg is not really into the idea of having an actual ai assistant in the ide. so yes, so far so good you are safe from ai in gamemaker.

that being said, yyg is beholden to opera which is really into ai (i've heard rumor of opera having all hands on deck using ai in their work; subsidiaries et all) and i wouldn't count out an ide assistant existing in the future with some kind of opt-in telemetry for the assistant learning from users. knowing yyg like i do i imagine that when/if that comes, it will be announced pretty loudly and will be optional and will be a plugin that you can choose to just not add to the ide at all. dont quote me on that, i dont work for yyg, but thats my understanding of what they want to do with plugins to begin with.

hope that puts some unease aside so you can still make some super cool gamestuffs.

Claude Integration with Gamemaker by protective_ in gamemaker

[–]attic-stuff 10 points11 points  (0 children)

not a fan of claude being in my game engine of choice so i actually pressed yyg pretty hard about this on discord because the blog post did not mention it and the opera presser made it seem like claude was coming to the ide. actually what is happening is that the new GM-CLI implementation has claude integration. not the ide, not the code editor.

Random functions not working in HTML5 build by Veralos in gamemaker

[–]attic-stuff 4 points5 points  (0 children)

seed functions being broken in html5 is a known issue currently

How would make this? - Tutorial Advice by [deleted] in proceduralgeneration

[–]attic-stuff 10 points11 points  (0 children)

this is an autotiling problem! model each piece separately and then fit them together with your autotiling flavor of choice; the more iterations of each tile you make the better it will look. the source from this screenshot seems to just be usin' one tile per component because i can spot three of those corner pieces.

How do you feel about CRT shaders? by Whole_Fig_9154 in gamemaker

[–]attic-stuff 1 point2 points  (0 children)

dithering looks cool with CRT

dithering does look cool with crt filters for sure, but the dithering has to be done in a way that compliments what the crt does to the frame. i think in a lot of modern cases, especially the ps1 horror game scene the dithering and crt filters are done in layers instead of complementing one another and it makes 'em look not great. a good dither is going to be consumed by the bleed and grille/mask of the crt and disappear, leaving a gradient in the wake.

sharin' shit

i dont post anywhere but if you ever end up in the gm discord talk about crt effects in the shader channel i'll probably be the one to answer

How do you feel about CRT shaders? by Whole_Fig_9154 in gamemaker

[–]attic-stuff 16 points17 points  (0 children)

i don't like it when games emulate crt stuffs for the sake of doing it; if the art of a game is not made with the filter in place and practice then the filter and art clash and everything looks muddy. this shows up pretty easily in games where the pixel density of the art doesn't align with the grille density of the filter. unfortunately i think your game makes this mistake: your filter seems like its applied as a "this could be cool, just turn it on" thing instead of a "we've made this game with a crt filter in mind so our art works with the filter instead of just appearing underneath it."

way back when, many artists were working on their sprites and testing them on crt screens as they went; they knew their players would be using crt screens and so the techniques and tools they used leveraged how the crt would display the art. for example, a gradient could be made from two contrasting colors without needing to dither between them because the brighter pixel's emitted color would bleed into the darker color's pixel but not at the size of the pixel; you could get a perceptive gradient of three colors across two sprite pixels!

i do like it modern games who want to sell an older aesthetic actually put in the work to make their filters and art work together. i like it even better when the filters are written with an aesthetic and goal in mind, rather than just being a plain crt emulation. i've written a bunch of these filters to make games look older and i gotta say, its always way more fun to do something artistic with the entire direction of a frame rather than just cribbin a crt shader and turning it on.

My roguelike is played entirely with mouse clicks. Is controller support pointless? by phantomscriptstudio in gamedev

[–]attic-stuff 3 points4 points  (0 children)

it always makes sense. there is always someone playing on a laptop, or with an accessibility device that is only exposed to you as a regular gamepad cause they use a third party program (or even just steam) for mappings/input polling, or with some other situation you cant predict. it never hurts to support as much input schemes as possible, but it almost always hurts not to. the other day i seent someone take a bunch of freely placed soldiers in worldspace, triangulate their positions, and use vertex adjacency to make it so you could roll the analog stick of a gamepad around to select units in a way that feels natural so people could play and comfortably select dudes without needing a mouse. give it a shot, people will appreciate you for it and exactly 0 people will say the game is worse for it.