Okej :D 
soyer_dev
Creator of
Recent community posts
yes. I used my previous projects: soft body grid and match-3 diamond dahsh grid:
https://soyerdev.itch.io/softbody-in-gamemaker
https://soyerdev.itch.io/diamond-dash-bricks
It's not perfect yet, but I'm still proud of it. Basically, I dream of being able to work and publish games on Steam or wherever, and live a peaceful life. My life goal isn't wealth. Simply put, being in love with my girlfriend brings me much more happiness. ;) But besides love, oxygen, water, and food, you need money. Basically, if you don't have money, the only thing you have of those things is oxygen. ;)
Oh, thank You! I used several extensions there. I created a PHP infrastructure that automatically loads projects from the server and thumbnails like on YouTube. For example, I upload a GameMaker game export (any kind) and a screenshot to a hosting site via FileZilla. It automatically lands in the Games tab with a thumbnail from that screenshot, and you can play it as embedded JS code, just like on Itch. All of this triggers a control in GameMaker, which sends and receives packets from PHP files on the server. The latest versions of GameMaker are quite good and fast. So, I called this look with animations and gradients Juicy Frame, and I've been building other projects based on it, which I've been planning for years.
Anything's possible :) Just read up on how the old-school backend works, i.e., PHP and SQL on the server hosting the website – that's how I do it here: www.soyerdev.pl. I'm building an MVP for investors. The entire front-end is in GameMaker. The Windows version also has C++ extensions, and the Android version has ext in Java to improve display on the device, touch detection and other stuff, because GM is weak when we go into the mobile. I was thinking about writing articles and recording some tutorials, because why not? But I don't have time right now. I'll probably do that in the near future, as there's very little material available on what you can do with GM in terms of networking
.
I've been working on Game Maker projects for 20 years, since version 5.3. Im that old xD I have thousands of smaller and dozens of larger projects, created several client-server frameworks (gamemaker front, php + sql backend), and write GameMaker extensions in C++ and JS, as well as Java for Android. I've been around for a while now. I wrote my own firewall, which I use. I've simply never released anything; it's a difficult task for me. And if you want to do something cool in GM, look in books or articles written in other languages—once you understand how GML works, it's quite easy to adapt. The only thing I don't like are shaders, but I've also written or adapted a few open-source ones from GitHub. GitHub is a goldmine of projects—I've downloaded about 20,000 GameMaker projects over the years via the GitHub API and this is why I created GM multi converter for this. ;p
GameMaker has ProjectTool in CLI version i and publishes its manual: https://manual.gamemaker.io/monthly/en/IDE_Tools/Project_Tool.htm so it uses ProjectTool and parsing some data then. ;)
thanks, this is just a prototype.
First, the game itself has states, e.g. Intro where the blocks fall down in a cascade,
for the cascading effect I use a for loop and a slight delay - here I create blocks that start falling with this delay
for(var i = 0; i < 8; i++) {
for(var j = 0; j < 8; j++) {
var delay = (i + j) * 3;
however, in the game outside the intro, the blocks just fall normally, without this cascading like in the intro.
var all_in_place = true;
for(var i = 0; i < 8; i++) {
for(var j = 0; j < 8; j++) {
if(instance_exists(game_brick[i,j])) {
if(game_brick[i,j].falling || game_brick[i,j].fall_delay > 0) {
all_in_place = false;
break;
}
}
}
if(!all_in_place) break;
}
if(all_in_place) {
game_state = GAMESTATE.PLAYING;
last_superpower_time = current_time;
}
exit;
}
Here the variable fall_delay is related to another problem that this variable solves, but it would take a lot of explaining.
for now i'm using a game controller and a brick object, but i'll change it to strucks soon to have only 1 controlling object. I use ds_stack, ds_lists and ds_grids.













