M.S.T.O.P.

M.S.T.O.P.

@mstop4.bsky.social

🇨🇦 Professional JS Game/Web Developer | GameMaker for personal projects | Runs VGM Obscura

102 followers209 following170 posts

After watching @dragonitespam.bsky.social's video on using JS in GMRT, I got curious if GMRT handles JS arrow and regular functions according to the standards in browsers and JS runtimes like Node.js. TLDR, it's mostly consistent with my experience with them in web dev. 🧵 #gamemaker #javascript

Michael 🐉 @dragonitespam.bsky.social

all right, let's finally talk about JavaScript in #GameMaker youtu.be/2qUEJM3mQVM

View full thread

4) Duplicate parameters ⚠️ Regular functions - allowed Arrow function - allowed, but Feather will give errors In browsers and Node, calling an arrow function with duplicate parameters will throw a syntax error, but GMRT allows it. This could just be the beta, so it might change in the future.

That's all I've tried so far. I would like to continue playing around with JS in GMRT; a comparison of how JS functions work vs. GML functions work would be an interesting topic.

After watching @dragonitespam.bsky.social's video on using JS in GMRT, I got curious if GMRT handles JS arrow and regular functions according to the standards in browsers and JS runtimes like Node.js. TLDR, it's mostly consistent with my experience with them in web dev. 🧵 #gamemaker #javascript

Michael 🐉 @dragonitespam.bsky.social

all right, let's finally talk about JavaScript in #GameMaker youtu.be/2qUEJM3mQVM

View full thread

3) Scope of "this" ✔️ Regular function - "this" is whatever calls the function (runtime binding) Arrow function - "this" is whatever "this" was when the function was defined (lexical inheritance) Interestingly, neither maps perfectly to how GML functions handles the scope of "self".

I wanted to do some more tests with function scope, e.g. defining each type in an object vs. a script, and more comparisons with the different ways GML functions are defined, including .bind() in JS vs. method() in GML, but it ended up being a big topic. I might post about it later.

After watching @dragonitespam.bsky.social's video on using JS in GMRT, I got curious if GMRT handles JS arrow and regular functions according to the standards in browsers and JS runtimes like Node.js. TLDR, it's mostly consistent with my experience with them in web dev. 🧵 #gamemaker #javascript

Michael 🐉 @dragonitespam.bsky.social

all right, let's finally talk about JavaScript in #GameMaker youtu.be/2qUEJM3mQVM

1) Arguments object ✔️ Regular function - has it Arrow function - doesn't have it 1st image: I'm parsing the arguments object using for...of like an array, because that's allowed. 2nd image: Arrow functions can access their arguments using rest parameters, which puts them in an *actual* array.

I spent a good part of my day trying to understand this weird edge case where floor() seemed to give me the wrong result. TLDR, x and y are float32s (opposed to user-defined instance variables being float64s) and can sometimes give you unexpected results when working with them. #gamemaker #gamedev

This happens on the VM and YYC runtimes and GMRT running GML code. Only tested this on Windows and GX.games platform exports so far. This doesn't happen on HTML5 and GMRT running JS code, which makes sense since JS Numbers are all 64-bit floats.

I'm not sure if this counts as a bug, since the math is technically correct, and the manual does say x and y are float32s. In any case, I already have a workaround where I store the instances' positions in user-defined variables then write them back to x and y for things like collision functions.

Metroid Prime 4: We decided to drop most of the open-world concepts due to changing attitudes of the market Kirby: Hold my Energy Drink Metroid Ravenous: HANGRY #NintendoDirect

So I've just watched the gameplay demo of the new Ocarina of Time remake, and I had a few thoughts that popped up. First of all, it looks like Nintendo did "hire that man". It took a bit to get used the new art style. (1/5) #Zelda40 #ZeldaDirect #OcarinaOfTime

View full thread

Even though it seems they scaled up the world a bit compared to the original game, it still feels a bit small. I think Breath of the Wild and Tears of the Kingdom as really spoiled us. (5/5)

So I've just watched the gameplay demo of the new Ocarina of Time remake, and I had a few thoughts that popped up. First of all, it looks like Nintendo did "hire that man". It took a bit to get used the new art style. (1/5) #Zelda40 #ZeldaDirect #OcarinaOfTime

Looks like they're replacing things that used to float in midair for unexplained reasons (like the platform and ladder) with things that make sense in the real world, even though, even though most people would find it acceptable with suspension of disbelief in a fantasy world. (2/5)

Comparing the games in the showcase video with this selection of top-rated games made with Game Maker from 25 years ago, we can see the works created wit hthe engine have come a long way. 😊 (Games shown: Billario, Schuif puzzel, Dependence Day, IO_Saturn)

GameMaker@gamemaker.io

30 incredible games feature in our latest and biggest Made with GameMaker Showreel! Do you spot your favourites? 🔗 youtu.be/GHUN-o6gHFQ

I spent the day trying out Flex Panels again and UI Layers, and was confused as to why it wasn't working for me. Turns out instances in flex panel nodes have different default variable values compared to the one created by the instance_create_* functions and in the Room Editor (1/2) #GameMaker

The one thing I missed from Javascript and Typescript while coding in GML are closures. Without them, it gives functions like array_filter limited usefulness without workarounds. But now that we have JS (and later TS) support for GMRT, that's a thing of the past. #GameMaker

Interesting how the IDE can already understand type annotations and even infer the types of unannotated variables and parameters already, but obviously the code wouldn't run with them since there is no TypeScript support yet.

View full thread

And the top 5 also each received a copy of the GM4 Games CD. It includes all the games submitted for the competition and some other games made with GM4. After going through all the games, it made me wonder where all these developers ended up. I only know about 3 of them, myself included. (3/4)

Winning this CD is a big part of why I'm still using GameMaker today. I've heard rumours that there is a GameMaker Games DVD that was the prize for the second Game Maker Competition, but I've never seen any copies or uploads of it. (4/4)

A bit of background: in July 2001, Game Maker 4.0 was released and Mark Overmars, the original creator of GameMaker, called on the community to submit their games for the first ever Game Maker Competition, which concluded in October 2001. (2/4)

Crypt Custodian - another game 100%'d before it leaves Game Pass. Unfortunately, I don't think I have the time to get the boss rush achievements. Very fun game. I didn't realize that it was made with #GameMaker until I saw the credits.

Okay, I think I've done everything in Kulebra and the Souls of Limbo just in time for it to leave Game Pass, including the Closure Edition content. Now I can finally follow the game's example and move on from it.

I had this game on my Play Later list since it was added to Game Pass a year ago. I hadn't read anything about it and went it completely blind. It's definitely one of my top games, I even asked myself why didn't I play this sooner?

When I made this arrangement a month ago, I was not expecting a remake of Star Fox 64 to come out soon after. Maybe if I make more arrangements of music from my favourite old games, they'll come out of obscurity. 😂 Anyway, I'm interested in their take on the track.

Improved 3D functionality and Typescript support in GMRT you say? Go on...

GameMaker@gamemaker.io

📢 Join us for a big ol' GameMaker Update blog as we detail what's coming in 2026 and beyond! LTS updates, GMRT languages, source available, upcoming extensions, GM CLI, and a whole new dimension... 👀 🔗 gamemaker.io/en/blog/upda...

I heard that only Season 2 of Minecraft: Story Mode was officially translated into Japanese. Without playing Season 1, I think some things like Ivor's surprise return would have had less of an emotional impact and made less sense, since he was a major character in Season 1. (1/2)

I also heard that Season 1 did eventually get a Japanese translation for the Netflix version many years later, but it ended after 5 episodes because Telltale Games shut down, so Episodes 6, 7, and 8 are still untranslated. (2/2)

Welcome back, Pokémon Stadium (JP).

Serebii.net@serebii.bsky.social

Serebii Update: We have updated the list of Pokémon available in Pokémon Champions with the currently usable Pokémon in the game It can be found @ www.serebii.net/pokemonchamp...

With Adobe Animate being discontinued, I'm glad I still have my license and the installer for Adobe CS5, which I have been holding on for dear life ever since the Creative Suite was discontinued.

I mainly keep it around for Photoshop and Illustrator; I've moved on to DaVinci Resolve for video editing since Premiere Pro CS5 was showing its age.