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Report abuseI am Nikita Musatov (also known as MusNik and KeeVee Games), a full-time professional GameMaker developer and technical artist located in Armenia. I do videogames, assets for GML programmers, open-source libraries/examples, and contract freelance work! Worked on Norland, Voidigo, RetroMania Wrestling, ScreenPlay, Cookie Swirl World, Numbos and other projects.
Contributions: ElectronicArts/ShaderToHuman, YoYoGames/GameMaker-Runtime, YoYoGames/GameMaker-HTML5, YellowAfterlife/GMEdit, painfully-learned-lessons, tex-pack, buffer-zlib, GMBenchmark.
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OKColor is a color management library for GameMaker written in pure GML that implements the new "industry standard" OKLab/OKLCH perceptual color models, that give better results than standard RGB/HSV. It's simple to use with only one OKColor class and a bunch of methods providing setting the color, models conversion, mixing and getting the color for rendering. |
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GameMaker shader preprocessor for code reuse! Import, inline and generate shader variants. #pragma shady: import(shader_name)
#pragma shady: import(shader_name.identifier_name)
#pragma shady: inline(shader_name.MACRO_NAME)
#pragma shady: variant(shader_name, [KEYWORD_NAME1], [KEYWORD_NAME2], ...) |
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Create a deep copy of Sequence and modify its properties in-game without changing the original resource! Useful for using sequences as templates for graphics elements and UI with changeable placholders. var seq_new = sequence_duplicate(seq_orig);
seq_new.tracks[0].keyframes[0].channels[0].text = "Hello World";
// this will not change the original sequence property! |
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Base class for custom exceptions replicating a structure of system exceptions and adding better support of try-catch and exception_unhandled_handler for these custom exceptions. The class is generating all the necessary exception fields and populates data for script, line and stacktrace ones. Makes output on error windows nicer and more meaningful on handled exceptions. Also adds better support for YYC. |
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Deep clone class instances, anonymous structs and arrays nested in any order! var thing = new Class();
thing.something = { first : [0, 1, 2], second : [3, 4, 5] };
// will return a new Class instance with the identical values but new references
var new_thing = deep_copy(thing); |
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The most complete list class for GameMaker Studio 2.3+. GC-friendly, [] accessor, 50+ functions (add, remove, insert, contains, find, sort, shuffle, reverse, copy, clone, etc.) and reference as array. list = new ArrayList();
list.add("howdy", "ho", "world", "!").remove_at(1); // method chaining is also supported
list.array[0] = "hello"; |
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foreach() loop implementation on GameMaker Studio 2.3+ for arrays, ds_lists, ds_maps, ds_stacks, ds_queues, ds_priorities and structs. Syntax is pretty neat and straightforward: foreach(collection as (item) {
// do things with item
}); |
An okay color management for GameMaker implementing OKLab/OKLCH colors. Generate, convert, gamut map and mix colors properly with visually better results. Also supports RGB, HSV, HSL, Lab, LCH, and…
foreach() loop implementation for GameMaker 2.3 for arrays, ds_lists, ds_maps, ds_stacks, ds_queues, ds_priorities and structs
The most complete list class for GameMaker Studio 2.3+. GC-friendly, [ ] accessor, 50+ functions (add, remove, insert, contains, find, sort, shuffle, reverse, etc.) and reference as array.
Base class for the GameMaker Exceptions providing better output and handy code interface. Also imroves YYC support of Exceptions.
Make a deep copy of GameMaker sequence asset / struct for editing it in-runtime
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