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Grisgram edited this page Jun 23, 2022
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When you create a new game from the template, you will find a preset structure of folders and rooms in the project. Of course, you are not forced to work in this structure, but the way it is set up currently allows you to press F5 immediately after creating the project and you have your initialization, all libraries, external files, snap, scribble and the required controller objects at hand, initialized and working.
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Example Projects →
A short description to each of the example projects contained in the repository
The examples shall help you understand how your thinking pattern should work when doing things "the raptor way"
Installing the Template | Step-by-Step how to get the template working in your GameMaker installation |
Project Template Overview | All details about the contents of the template and how to start developing your game |
Starting for the first time | Please read Project Template Overview first! |
Global #macros | Some platform objects fill global variables with self to have easy access to them |
Self and View #macros | Macros that help in positioning and calculating object positions |
Utility and Helper #macros | QoL macros that make some of the GML stuff a bit easier to read |
raptor's object model | The most important objects and their hierarchy, raptor provides |
Savegame System | All you need to know when saving/loading your game state |
LG Localization | Powerful and feature-rich engine to localize your game |
RACE - The Random Content Engine | Endless ways to create random content |
StateMachine | Control your objects, control your game |
Animation | Powerful and more easy to use than sequences |
UI Basic Controls | Basic Ui support |
Tools - Other Objects and helpers | Lots of stuff here |
Raptor core: Macros ● Logger ● Controllers ● LG Localization ● RACE (The Random Content Engine) ● Savegame System
Game modules: UI Subsystem ● Animation ● StateMachine ● Shaders ● Particle Effects ● Tools, other Objects and Helpers
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