The small curve below the EQ node's rows (#375) only showed the bands. Like the Compressor since #380, the node now shows the editor of its tab between its inputs and its output, and is worked right there. A double-click on the node still opens the same editor in a tab. Two wishes for the nodes with a panel came on top and share the same files, so they are in this commit as well: the numbers below the Compressor's knobs read as plain labels (#382), and the wheel over a node zooms the graph instead of turning a value (#383). #381, the EQ in its node: - EqPanel holds the curve, the band's numbers and the help line, taken out of EqEditor. The tab puts its one panel under a header, each EQ node has a panel of its own at 720 x 360 (EqFace). - A press on the curve neither picks nor moves the node. A double-click on the curve adds a band, one on the title or the edge opens the tab. - In the node a press on the Type or Slope button stays with the button, so the node is not picked or moved. - The spectrum runs in the node while it is in the picture. The tab lets go of the tap once, like the Compressor's, and Editor.tick lets every unseen tab and graph go before any seen one listens. - The count of bands moved from the tab's header into the band row, so the node shows it as well. - The node picture of #375 is gone with its only user: NodePicture, EQ_PICTURE and NodeView's drawing of it. #382, the numbers below the Compressor's knobs in its node: - A Knob with typed: false shows its number as a centred Label without a box, in the panel's ink. The ratio reads 4:1 (ratioText). - The label is as high as its text and sits up in the dial's open bottom, right under the ends of the scale. - Label takes a colour of its own. #383, the wheel in a graph: - GraphCanvas takes the wheel on the way down and stops it there. It zooms over a node too, and no knob or curve in a node sees it. - The tabs keep their wheel: a knob's step, a band's Q and the zoom of the EQ's dB. Found on the way: - A Menu opened below a button in the zoomed graph would have been placed by the button's own height. openBelow now takes the bottom edge as drawn. - The band row did not lay out its labels after a text change when its own size stayed. In the tab a later resize hid it, in the node "Band 1" and the count were missing. The row now lays out itself. - Handle and point positions for the checks were unscaled. They now go through toGlobal and hold at the graph's zoom. Tests: - Unit parametric-eq: 16 tests. The #375 tests now check eqCurvePoints and eqRangeOf directly. compressor-view: ratioText. - e2e 34 (atx): ALL PASSED, 125 checks (3 new: the EQ panel and its ports, editing in the node, the spectrum in the node with the tab open). The Compressor node's check reads its numbers as labels and 8:1. Both node checks now expect the wheel to zoom the graph and leave the ratio, the Q and the dB zoom alone. - The unseen-tab check now leaves for the Scene tab, since the node in the graph listens to the same tap. - Counter-check: the tab letting go of the tap every unseen frame stalls the node's spectrum with the tab open (1 frame against 22, probe on stein2). - Gate (atx): CHECK EXIT 0, 283 files, 4357 tests. 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, variables, struct, collider, rigidbody, joint, container, clip area, texture, vector art, pixel art, palette, animation, curve, tile, tilemap, state machine, shader, shader function, font, sound, sound FX, instrument, pattern, song, bus, particles) 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. Release… shares a link that plays the saved game on its own, without the editor and without signing in.
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, 1956 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 runners – 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, joints |
| 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 clips, Play sound, buses and the Master routing, sound FX |
| Instruments | Instruments as node graphs, Chips and presets, the keys of the Instrument tab, Play note |
| Patterns | Patterns and the piano roll, playing one in a loop or from a game |
| Songs | Songs, their tracks and items, routing, recording, playing one from a game |
| 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 that sprites, texts, particle fields and cameras wear, their node set, passes, shader functions |
| 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.
