

12 followers late, but it’s something! owo")Īll music here is free to use in your games or other projects without charge, either operating on a “Ok to use as long as you give me credit” basis, a Creative Commons License, or is already in the public domain (meaning there’s no copyright on it).įor more information on Creative Commons License works, check here. (see, I DID do something for 200 followers.
#Gamemaker studio 2 background music code
Moleman 2 - Demoscene - The Art of the Algorithms (2012) - making art with code.Jan Willem Nijman - Vlambeer - “The art of screenshake”.


Juice it or lose it - a talk by Martin Jonasson & Petri Purho.audio/visual cues are better than tons of textīasically, the bare minimum you need is tweening and variations.įeel free to add to this list, I can’t think of anything else right now.choose a colour scheme and/or palette and stick to it.procedurally generated stuff can be awesome if you know what you’re doing.transitions (fade in/out, etc… DON’T MAKE STUFF STOP MOVING IN-BETWEEN TRANSITIONS, IT BREAKS THE IMMERSION), this also applies to audio, don’t just suddenly stop your music/ambience.speaking of fonts, use your own if you’re trying to include yourself more into your games.pretty UI elements - score interpolation (have a separate variable that slowly tweens to actual score and draw that), you can also prepend zeroes to it (this works best if you use a monospace font)….audio panning if you’re doing action games.randomisation everywhere! - sound pitching, different sfx variations (where it’s suitable), particle effects, colour tinting, names for stuff, dialogue, game over screens… again, just go wild with stuff you can’t possibly break gameplay with.post-fx - filters, shaders, overlays… go wild (moderately).make stuff that doesn’t have to be static dynamic - like decoration and backgrounds.tweening everyhwere (don’t be afraid to use lerp, sometimes it looks good), numeric springing.screenshake, zooming, tilting, wiggling/wobbling (hand-held camera).
