Reading one field of a struct needed its own Expand node, even where the graph already knows the struct type. A split output shows the fields directly on the node, so a Find … Match test becomes a single Equals and the wires keep running left to right. - Right-clicking an output pin offers "Split into <Type> fields" when the type is known and "Split as …" for every other struct asset. The output is replaced by one pin per field with the field's kind. - The type is known for typed struct variables, typed Pack/Expand, fields of another split and item of For each, Find, Match and Item at over a typed list (portSplits.ts). - Right-clicking a field pin offers "Recombine". Splitting drops the edges of the whole output, recombining drops the field edges. One undo step brings them back. - The split is stored as GraphNode.splits and saved with the graph. Copy and paste carry it along. - Field pins follow the struct asset like a typed Expand. A new field gets a pin, a removed field loses pin and edge, a renamed field keeps its edge. Deleting the asset keeps the last fields. The delete dialog counts splits, so it now says "node(s)" instead of "Pack/Expand node(s)". - Renaming a variable carries its split and the field edges along. - At run time the node still produces the whole value. A field pin reads its field like Expand, a missing field reads as empty. - Limits: outputs only, one level, behavior graphs only. Tests: - ./check.sh: 185 files, 2706 tests, CHECK EXIT 0 - e2e GM_STEPS=1-6,54,55: ALL PASSED, 303 checks - New port-splits.test.ts with 12 tests. e2e 6z-vi with 3 checks using a real mouse: split Find.item, wire item.Name into the test and Match.item.Amount into the log (logs 7), recombine. - Counter-checks: without field reads in the interpreter, without rename in the split, without moving edges on rename and without cleanup on field removal one unit test fails each. In the browser, without field reads nothing is logged and without type inference the split entry is missing. - Check total in README: 1520. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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Game Maker
A browser-based tool "one step before a game engine": create assets (scenes, cameras, sprites), place them into scenes, tweak their properties in an inspector and press Play – all in one program, all drawn inside a single WebGL canvas.
Live: https://nockal.com/game-maker/ · Widget playground: https://nockal.com/game-maker/?playground
The documentation is the wiki: https://git.nockal.com/meleki/game-maker/wiki – every concept, node, tab and shortcut, plus the architecture and the development workflow. This file is the short way in.
In one screen
- An asset is a named, typed thing (scene, camera, sprite, text, behavior, collider, rigidbody, container, texture, vector art, pixel art, palette, font, sound, animation, state machine, shader, particles, variables, tile, tilemap) with properties and no position.
- A scene object places an asset: position, sparse overrides of its properties, an optional parent. Only what differs from the asset is stored; the inspector paints it gold and offers ↺ / ↑.
- A container is a reusable group edited once and placed many times; its content is resolved from the template on every read. A screen is a container switched on and off.
- A behavior is logic as a node graph, placed like anything else and parented to the object it acts on. Play has no built-in behaviour – everything that happens is a graph.
- An account owns projects: the editor asks for a user name and a password first, and each account sees only its own projects. The Account menu at the far right of the toolbar changes the password and signs out.
- Play runs a throwaway copy of the project; every panel stays usable and Stop brings back exactly what was saved.
Quick start
Node 22 is required.
npm install
npm run dev # http://localhost:5175/game-maker/dist/ – API calls are proxied to production
npm run check # typecheck + lint + format:check + unit tests – the gate CI runs too
npm run build # writes dist/ and regenerates index.html; the folder is what nginx serves
The browser suite and the three example games need a machine with a GPU:
node tools/seed-e2e.mjs && node tools/e2e.mjs # the editor, 1520 checks (GM_STEPS=20 for one step)
# every tool signs in first – see the Accounts page
node tools/seed-jumprun.mjs && node tools/smoke-jumprun.mjs
node tools/seed-tetris.mjs && node tools/smoke-tetris.mjs
node tools/seed-actor.mjs && node tools/smoke-actor.mjs
Every push runs all of it on the Gitea runner – the gate as one job, build and suite as another beside it – so locally take the gate plus the step your change touches and leave the full run to CI. Details, the GPU requirement and the detached runner are in Development.
Documentation
| Page | What it covers |
|---|---|
| Concepts | Assets, scene objects, overrides, play mode, the camera, the console |
| Accounts | Signing in and out, the accounts, who a project belongs to, what the check tools need |
| Scenes | The edited scene, the start scene, and switching scenes from a graph |
| Scene editing | Placing, z-order, hierarchy, the editor offset |
| Behaviors | Node graphs: variables, the node set, structs and lists, loops, nesting, editing |
| Structs | Struct assets: a named shape that struct variables, fields and Pack/Expand follow |
| Colliders | Shapes (box, circle, capsule, polygon), collision events, blocking movement, one-way colliders and raycasts |
| Physics | Rigidbodies, the collider material, gravity, the fixed step |
| Textures | Images, frames, nine-slice, the filter, upload limits |
| Vector art | Pictures drawn from shapes: the pen, curves, gradients and texture fills, combining shapes |
| Pixel art | Pictures painted pixel by pixel: the palette, the tools, layers and frames |
| Fonts | Font assets, the picker, what a text falls back to |
| Sounds | Sound assets and Play sound |
| Animations | Animation assets and the Animation tab |
| Curves | Easings drawn by hand, the Curve tab, using one on a key or a Lerp |
| Shaders | Shader graphs a sprite wears, their node set, the properties they declare |
| Particles | Particle graphs: a particle as a function of its age |
| State machines | The asset, named transitions, State branch, Set state and State transition |
| Containers | Templates, instances, screens |
| Tiles | The tile asset, plain tiles and the two autotile kinds, the pictures as animation steps, the Tile tab |
| Tilemaps | The tilemap asset, painting in the scene view, layers, what it looks like in the game |
| Plugins | Extending the editor: the plugin file, how it is loaded, switching one on and off, API v1 |
| Keyboard | Every shortcut |
| Architecture | Stack, source layout, the rules that keep it organised |
| Development | Commands, the e2e suite, the example games, CI |
| API | The PHP JSON API and the project document |
Ideas, gaps and bugs
They live in the issue tracker: https://git.nockal.com/meleki/game-maker/issues. What is not there yet is listed on the wiki's Home page.
