Vadym, friend of eggbug
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yellowafterlife.bsky.social
Vadym, friend of eggbug
@yellowafterlife.bsky.social
I write tools and code for videogames!
Links and newsletter: https://yal.cc/links
You can test in NTT (ntt_development Steam branch) by opening chat (T) and running the following
/gml for (var i = 0; audio_exists(i); i++) audio_sound_gain(i, 0.5, 0)
IIRC different sounds can stack together to be louder than that volume in some situations, though perhaps that's better than nothing
November 14, 2025 at 10:18 PM
Thank you! And the bow-creature's fine - it's the one to decide whether anyone can wield it in combat and/or what it thinks about practicality of shooting any given foe.
November 14, 2025 at 9:41 PM
There's not a separate sfx volume slider because playing multiple sounds over each other stacks their loudness towards maximum and GM only offers a single multiplier/global cap as of yet (which is "master volume" in NT). Not sure why'd music be quieter though, it's just .ogg files in a sub-directory
November 14, 2025 at 9:31 PM
... and if you were to grab some spare parts while you were in the area, you could make yourself a definitely-not-cursed mechanical bow
November 12, 2025 at 4:12 PM
It's the installer download address that Mac IDE opens, but you change the file extension to .deb

Not quite sure why it's separate from the regular downloads server.
October 30, 2025 at 7:18 PM
hm! Though the function returns the source image if it's small enough (L29-31) and the threshold seems to be around 1MB, so pixel art images are most likely transmitted in source quality to the server.
October 30, 2025 at 10:47 AM
Oh, I know that much, but there's a little more - images with dimensions above 2000px get down-scaled; if you open the original image in a new tab and change @jpeg to @png, the CDN serves you a slightly lossy PNG, but not lossy in the same way that served JPEG (or @webp) is!
October 30, 2025 at 9:04 AM
And another compression test image because there's no way to send posts to nowhere without making a new account, is there
October 30, 2025 at 12:49 AM
Having a closer look at what's going on with image compression around here
October 29, 2025 at 12:54 AM
Turkish developers, by the looks of it? Perhaps folks aren't quite sure what makes for the cozy game phenomenon and are doing a bunch of different prototypes/mockups to see what gets wishlists/attention and thus is worth developing further
October 24, 2025 at 8:05 PM
That is so, though the GPU will most likely survive loading a little texture and freeing it up as soon as you've copied its pixels into a buffer. If image dimensions were in thousands of pixels, perhaps having a native extension decode pixels straight into a buffer would win you some milliseconds.
October 21, 2025 at 8:27 PM
Don't have to do it that way in semi-recent GameMaker versions, you can get RGBA data from a surface into a buffer and then peek around it as you please, like so:
October 20, 2025 at 1:06 PM
There's a handful of localization systems for GameMaker now, you get to pick what you like (or what might work with tools that you already use) github.com/bytecauldron...

Flat (no sections/groups) systems like pictured work well for little games and less well once you have hundreds of strings.
GitHub - bytecauldron/awesome-gamemaker: A curated list of awesome libraries, snippets, guides, and projects for GameMaker.
A curated list of awesome libraries, snippets, guides, and projects for GameMaker. - bytecauldron/awesome-gamemaker
github.com
October 20, 2025 at 12:47 PM