A sliced frame drew its borders one source pixel to one sprite unit. Pixel-art sheets are small: a 16px corner on a 400-unit button is a thin line, and the only way around it was a larger image. The texture now carries `Nine-slice scale` (default 1), next to `Filter`. It sets how many sprite units one border pixel takes, for every sliced frame of that texture. The UVs stay as they are - a corner shows the same pixels, only larger or smaller. When the sprite is too small for both borders they are still scaled down together, now starting from the scaled size. With `Repeat` the tile size scales too, otherwise a doubled border would sit beside a pattern of the old size. The value is a schema row, so inspector field, saving and undo come without their own code. Anything that is not a size above 0 reads as 1, and documents without it draw as before. Co-Authored-By: Claude Opus 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, container, texture, font, sound, animation, state machine, shader, particles, variables) 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.
- 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, 960 checks (GM_STEPS=20 for one step)
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 |
| 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 |
| Colliders | Collision events and blocking movement |
| Textures | Images, frames, nine-slice, the filter, upload limits |
| Fonts | Font assets, the picker, what a text falls back to |
| Sounds | Sound assets and Play sound |
| Animations | Animation assets and the Animation tab |
| 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 |
| 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.