adminandClaude Opus 5.5 a2d0a02645
game-maker / gate (push) Canceled after 9s
game-maker / suite (push) Canceled after 13s
Play tunes on 14 instrument presets next to the sfxr sounds (#329)
The Preset menu only had sfxr's effects: each a fixed pitch on every
key that dies away by itself. Now its top half holds instruments to
play melodies, basses and drums on.

- Instruments: Square Lead, Pulse Lead, Echo Lead, Octave Arp, Synth
  Brass, Detuned Saws, String Pad, Organ, Flute, Bell, Pluck, Triangle
  Bass, Pluck Bass and Drum Kit. A line in the menu parts them from the
  seven effects below.
- Their Chips follow the note, and all but Bell, Pluck and the drums
  hold it while the key is held.
- They come out the same every time they are picked. Randomize and
  Mutate make a variant, as before.
- They use what the graph already has: two Chips through a Mix for
  Detuned Saws, String Pad, Organ, Flute and Bell, an Envelope on a
  Filter's cutoff for Brass, Pluck and Pluck Bass, a Pitch for the
  detune and the octave, a Delay for Echo Lead and Bell.
- Drum Kit uses single notes 36 to 46: kick, snare, closed and open
  hat on their General MIDI keys, each ending by itself.
- A small Sketch helper lays the nodes on a grid. The sfxr presets use
  it too and come out as before.
- Numbers keep to the steps of their rows. Pulse Lead's duty is 0.13,
  not 0.125, because the field rounds to 0.01.

Tests:
- Unit chip-presets: 12 green (5 new). Every instrument compiles
  without a problem, doubles its frequency an octave up, holds unless
  struck and is the same on every pick. The drum kit sounds on exactly
  36, 38, 42 and 46. Countercheck with Follow note forced off: red.
- e2e 34 (CI image on stein2, melektaus-atx was off): ALL PASSED,
  65 checks (1 new). A first run had the scheduler's looped-bar check
  red by 10 ticks between two clock reads, which the presets do not
  touch; the second run was green.
- Gate (stein2): CHECK EXIT 0, 256 files, 3974 tests.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-07 07:09:37 +02:00
2026-09-13 10:35:16 +02:00

Game Maker

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, 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, 1744 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 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 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.

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Description
Browser game maker: Pixi v8 canvas editor with visual behavior graphs, PHP API
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