Phil Strahl
Member
I thought I record a short video outlining my ways of setting up Game Maker projects for myself and what's my reasoning behind the way I structure my code. In the end, it went beyond an hour and even after editing it didn't get much shorter. (Tip: Watch it at double speed!)
I hope it's of interest to anyone here.
GM Version: GM Studio (all versions)
Target Platform: this version is Windows, but this approach applies to other platforms
Download: n/a
Links: see video below
In this video, I demonstrate how to set up a project with objects that are just driven by code. Aspects I cover are
I hope it's of interest to anyone here.
GM Version: GM Studio (all versions)
Target Platform: this version is Windows, but this approach applies to other platforms
Download: n/a
Links: see video below
In this video, I demonstrate how to set up a project with objects that are just driven by code. Aspects I cover are
- The concept of singletons
- Where to perform all the initialization of your game
- How to set up an input controller object (and why that's a good idea)
- A useful way to prefix your debugging strings to know what object they belong to
- How and why to defer the initialization of objects to the step event
- A short look at delta_time and how to use it for framerate-independent counters/alarms
- How and why to modularize certain actions in the step event using flags
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