I went round and around with people on Twitter today. We were tossing around a bunch of ideas for convenient helper scripts and things that we did to make our lives easier in GameMaker. I thought that I would take the opportunity to write about something that can make your life a hell of a lot easier! A debug logger! In short, the debug logger will allow you to print information to the screen and each entry will allow you to specify different properties like how long it is drawn on the screen, whether it is pushed to the top or drawn in-line, its draw color, maybe whether or not it is indented, and so on (anything that you’d like, really).
For starters, you can probably tell by that last bit that this feature is very specific to your project, so your debug logger might not have the same set of properties as mine does. I will do my best to explain things in a way where the code remains modular and manipulable without becoming overly complex. As usual, contact me if you are in need of extra help! Continue reading “GameMaker: Debug Logger”
Hello patrons (and non-patrons),
I have to begin with a disclaimer because this article is in addition to the two articles that I have committed to delivering to my patrons each month. Additionally, I am making this content public because I believe that it is very important and I would like to combat the spreading of false information regarding the topics at hand. With that being said, I hope that you enjoy this and learn something. If so, consider becoming a patron if you are not one already. Thank you.
The Luck-Based Business Plan
Wow, so there is a lot to cover here. To avoid reiterating the situation that influenced me to write all of this tonight, I will supply a few links to the original blog entry: Here, here, and/or here. Each of these links depict the same post, but the comments sections shed a lot of light on the situation and differ from portal to portal. Also, prior to saying anything seemingly negative about Poncho, the developers of Poncho, or the publishers of Poncho, I would like to state that the purpose of the article is NOT to bash on anyone or their abilities. The purpose of this article is to assist in avoiding a situation where new developers are scared away from a thriving industry and a strong community due to one group’s horror story.
(Poncho – screenshot from Steam storefront)
Continue reading “First Games, Marketing, Publishing, and Postmortems”
Greetings you beautiful gamers,
I was kindly offered american dollars in exchange for publishing my game(s) of the year list, but hey, that sounds like a lot of work. Instead, I paid (the far more popular) William Pugh in E-X-P-O-S-U-R-E. With the assistance of Twitter DM, I bring you:
WILLIAM PUGH’S TOP 10 GAMES 2016!!
SPONSORED BY NOTAKU!! The Best Video Games Site That Isn’t Kotaku.
Continue reading “Not My Game Of The Year List”
Is there more than one of you? That is a question that I have been getting somewhat often lately. The answer is yes and no. I would like to talk about what that means and a bit more about everything that I’ve been up to lately! I enjoy being transparent and sharing my life with all of you. Talking openly about all of this helps me remain motivated and actively involved, as well. With that being said, let’s see where I have been devoting my time!
Let’s start with Spaceboy Games. This company is where it all began, and is what I am most known for. Currently, Spaceboy Games is a Seattle-based LLC comprised of both local and remote employees and contractors. Myself (CEO-roles, programmer, and designer) and Alejandro (producer-roles, and programmer) reside in Washington, USA. Sandy (pixel artist and animator) is currently living in Japan, and Fellipe (creative genius and concept artist) is currently living in Brazil. We also contract sound effect work and music composition from Vince Rubinetti and Joonas Turner. So yes, in a way there is more than one of me. I could not do even half of this without my amazing team!
Gameplay – High Noon Revolver
Continue reading “Is There More Than One of You?”