NathanAuckett
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nathanauckett.bsky.social
NathanAuckett
@nathanauckett.bsky.social
Indie game dev.
Lead programmer for DeathCount Games.
Currently working on Speck.

Author of 'GameMaker Essentials'.
Primarily work in, you guessed it, Game Maker!

My games and socials:
https://nathanauckett.github.io/nate-tree/
Of course, as expressed, this does not resolve the ground pushing the player. Just does a good job of standing atop the moving ground.
November 25, 2025 at 8:27 PM
lol that's totally fair.
Alas I'm not the game designer, and the designer wants them 😅

If interested in the first part: I use two sets of h/v speeds: original + ground.
Original spd takes input accel/decel
Ground spd = the colliding ground's speed.
Final player speed = original + ground speed.
November 25, 2025 at 8:26 PM
I'd give the enemy a dead variable.
Within the player or wherever you're doing your collision check with the enemy, simply do:
if (!enemy.dead){
damage();
}
November 25, 2025 at 8:14 PM
With this, we had our first version of "working", roley sonic-like platformer physics! 😀

But it was riddled with edge cases, literally. Undesirable snapping on ledges, ect.
Its difficult to reliably determine the slope of an object in real time in #gamemaker
More work needed.

#gamedev #indiedev
November 22, 2025 at 8:34 PM
Potential alternative to using surfaces is to instead use gpu_set_scissor

manual.gamemaker.io/beta/en/Game...
gpu_set_scissor
manual.gamemaker.io
November 17, 2025 at 10:37 AM
After some googling I found:
info.sonicretro.org/Sonic_Physic...
An amazing resource detailing how #Sonic works!

From that I started using "sensors" to collide with the ground.
This is where things started to come together! 😍

Not the end of the journey though...

#gamedev #indiedev #gamemaker
November 16, 2025 at 10:00 AM
This is looking fantastic! 😍
November 9, 2025 at 10:45 PM
Next for Speck, I tried a custom method.
Aiming for precise collisions & using ray casts to determine slope directions.

I also made a 4 state character controller.
One grounded state per cardinal direction.

Once again this method wasn't "it".

#gamedev #indiedev #gamemaker #screenshotsaturday
November 9, 2025 at 10:04 AM
Here's why I wanted it btw.
To make some hanging lanterns and other ropey decorative things for Speck.
🙂

#gamedev #indiedev
November 4, 2025 at 9:20 AM
This is the first 2 videos I have.

I'd never made rolling physics before this so I figured why not first try just using box2D physics?

We did not stick with this method as it lacked enough control.
Tweaking the physics properties and forces was too painful.

#screenshotsaturday #gamedev #indiedev
October 31, 2025 at 7:48 PM
Hope sharing this helps someone stumble across these shaders.

I'm not the first person to try and tackle pixel art scaling and I'm sure I wont be the last. ❤️

#gamedev #indiedev #GameMaker #pixelart
October 29, 2025 at 9:56 PM
IMO it really helps find the mid-point between nearest-neighbor derp and bilinear blur, retaining the intended shape of the image with very minimal blur.

Here's the full shot where you can't see the pixels as close.

I've been staring at this stuff all day but it looks sharp to me!
😅
October 29, 2025 at 9:56 PM
As an example, on a very zoomed out(small in the game window) Speck, here's the without and with shader comparison.

You might think it just looks like bilinear, so the third image is bilinear interpolation🙂

Image order: Nearest Neighbor > Shader > Blinear
October 29, 2025 at 9:56 PM