With about a year and a half of experience with GameMaker Studio 2 I’ve started to develop some useful habits that has allowed me to start really accelerating the pace of my development. I’m pretty sure that you might find some of them useful to adopt, or at least get some new ideas for how you’re using GML, so I’m beginning a new series of articles I’m calling GML Programming Patterns.
Each article goes over a core concept or pattern that we’re using with our Rousr GameMaker Studio 2 projects with the goal of helping you organize better and write better GML… or get at least you thinking. The first article, Naming Standards, is published today as well as a bit of a primer, but you can see some upcoming articles below!
- Naming Standards
- Classes: Using Arrays and Objects for OOP Paradigms
- Introducing RousrSuite: sr_array
- Introducing RousrSuite: sr_core
- Finite State Machines and Command Queues
- Working with Data: Data-Driven Designing and Saving Game State