A Bitcrusher only said what it does in rows of numbers. How coarse its steps and holds are could not be seen. Now the node is a device of its own size. Its screen sends a sine through the node's own crush and draws what comes out in cells, as tall as a step and as wide as a hold, so the coarser the crush, the coarser the picture. - CrusherPanel draws a 680x280 plate in bubblegum pink. Bits and rate are large knobs, wet is small. Rate gives its low end more of the turn, 8 kHz sits just past the middle. - crushTrace runs a 440 Hz sine at 0 dBFS through Crusher at 48 kHz and blends it as the worklet does. Where each hold starts comes from Crusher too: a ramp through it at 16 bits takes a new value per hold. - cellOf shapes a hold. From 5 px a step or hold gets a grid line and a gap. Finer steps give a 2 px bar. A cell is never more than twice as tall as wide, so 1 bit gives bars at -1, 0 and 1. - The screen shows two periods, or 6 holds where the rate is low. The sine going in is a grey ghost. Below wet 1 the heard line lies over the cells. - Above the screen a word for how crushed it is, CLEAN to BROKEN. Under it the noise the bits leave and where the rate folds back. - 16 lamps show the bits kept, the highest on the left. A CRUSH lamp beside the name glows the more it crushes. - COLUMNS_OF gives the Bitcrusher 4 columns in the presets. - Hook __gm.bitcrusher.panel(id) for the sound FX and instrument graphs. Decided myself: - The screen is still. Nothing on it moves, so tick() says false. - How crushed counts whichever of bits or rate takes more, the rate in octaves, times wet. Found: at 8 kHz the first hold is 7 samples long, the rest 6. Six sixths add up to just under 1 in Crusher. The worklet does the same, so the screen shows what is heard. Every sfxr effect preset ends in a Bitcrusher and gets 3 columns wider. The Laser preset still fits whole on Fit. Tests: - Unit: crusher-view 13 tests (new). The screen matches Crusher with its wet on three settings. - Counter-test: without the wet in the blend the worklet test fails. - e2e 34: ALL PASSED, 143 checks (1 new). - Gate: CHECK EXIT 0, 292 files, 4484 tests. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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, 1975 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.
