Gleb Tsereteli
@glebtsereteli.bsky.social
GameMaker programmer.
Check out GMRoomLoader! https://github.com/glebtsereteli/GMRoomLoader
Check out GMRoomLoader! https://github.com/glebtsereteli/GMRoomLoader
I guess I’m the only one who likes it huh? We’ll see if that changes as I release more libraries though… the second one is still pretty enjoyable, at least so far 😀
October 23, 2025 at 7:54 AM
I guess I’m the only one who likes it huh? We’ll see if that changes as I release more libraries though… the second one is still pretty enjoyable, at least so far 😀
I don't like this rock. Robert, it's pissing me off.
October 13, 2025 at 1:25 PM
I don't like this rock. Robert, it's pissing me off.
We also have our first video tutorial by @dragonitespam.bsky.social! Michael introduces GMRoomLoader basics and goes over a few interesting edge cases. Thank you for making it!
www.youtube.com/watch?v=mZeg...
www.youtube.com/watch?v=mZeg...
GMRoomLoader: Simultaneous Room Loading in GameMaker
YouTube video by DragoniteSpam
www.youtube.com
September 30, 2025 at 5:30 PM
We also have our first video tutorial by @dragonitespam.bsky.social! Michael introduces GMRoomLoader basics and goes over a few interesting edge cases. Thank you for making it!
www.youtube.com/watch?v=mZeg...
www.youtube.com/watch?v=mZeg...
The documentation has moved from GitHub Wiki to VitePress - an amazing SSG documentation builder made by @evanyou.me.
This was my first time building something like this and VitePress was an absolute pleasure to work with. Thank you Evan!
This was my first time building something like this and VitePress was an absolute pleasure to work with. Thank you Evan!
September 30, 2025 at 5:30 PM
The documentation has moved from GitHub Wiki to VitePress - an amazing SSG documentation builder made by @evanyou.me.
This was my first time building something like this and VitePress was an absolute pleasure to work with. Thank you Evan!
This was my first time building something like this and VitePress was an absolute pleasure to work with. Thank you Evan!
Some of the features include scaled and rotated loading, merging layers and tilemaps, fluent state management with a Builder pattern, Data and Payload enhancements, and overall cleanup/optimization.
github.com/glebtseretel...
github.com/glebtseretel...
September 30, 2025 at 5:30 PM
Some of the features include scaled and rotated loading, merging layers and tilemaps, fluent state management with a Builder pattern, Data and Payload enhancements, and overall cleanup/optimization.
github.com/glebtseretel...
github.com/glebtseretel...
room_get_info() is the best, love it.
September 7, 2025 at 9:27 PM
room_get_info() is the best, love it.
Yep, structs are definitely the way to go here. Not to mention json_decode() returns the mostly obsolete and inferior ds_map instead of a struct.
I'd also store this data globally so it's initialized once instead of creating a new struct every time the function is called.
I'd also store this data globally so it's initialized once instead of creating a new struct every time the function is called.
August 31, 2025 at 11:53 AM
Yep, structs are definitely the way to go here. Not to mention json_decode() returns the mostly obsolete and inferior ds_map instead of a struct.
I'd also store this data globally so it's initialized once instead of creating a new struct every time the function is called.
I'd also store this data globally so it's initialized once instead of creating a new struct every time the function is called.
Apart from that - absolutely, arrays/structs are much better to work with.
May 24, 2025 at 7:45 AM
Apart from that - absolutely, arrays/structs are much better to work with.
There are still a few places where you have to use them, like list-based collision functions (ds_list) and Async events (ds_map).
And althought you can recreate any ds using arrays/structs, built-ins still outperform them in "heavy computation" with lots of push/pop.
And althought you can recreate any ds using arrays/structs, built-ins still outperform them in "heavy computation" with lots of push/pop.
May 24, 2025 at 7:45 AM
There are still a few places where you have to use them, like list-based collision functions (ds_list) and Async events (ds_map).
And althought you can recreate any ds using arrays/structs, built-ins still outperform them in "heavy computation" with lots of push/pop.
And althought you can recreate any ds using arrays/structs, built-ins still outperform them in "heavy computation" with lots of push/pop.
I remember trying this back in the day and thinking it was really cool (same with image-based dungeons), but setting something like this up now feels far more cumbersome than just building rooms in the room editor and loading them in.
March 28, 2025 at 11:55 AM
I remember trying this back in the day and thinking it was really cool (same with image-based dungeons), but setting something like this up now feels far more cumbersome than just building rooms in the room editor and loading them in.
Looking forward to this!
March 27, 2025 at 9:27 AM
Looking forward to this!
January 24, 2025 at 11:40 AM