Files
feuerwerk/README.md
T
adminandClaude Opus 5.5 e8021b1fd3
game-maker / gate (push) Successful in 4m5s
game-maker / suite (push) Successful in 15m49s
Show a Reverb node as a device with a round screen of its tail (#389)
The Compressor, the Gain, the Chip and the Envelope are devices in the
graph. The Reverb was still a list of rows, and how long and how dark
its tail rings was left to the numbers.

- The node is a plate of 640x280 in pale lavender. Its inputs are on
  the left, its output on the right.
- A round screen draws the tail as rings out from the sound. A ring's
  radius is its time, as the root of its seconds, on one scale up to
  10.5 s for every Reverb. So a Room is a small disc and a Cave fills
  two thirds.
- A ring is as bright as the tail is loud there, evenly in dB. Its
  colour is how much of the highs is left, from ice to violet, with
  the cut-off of the impulse response (reverbCutoff, now shared).
- The pre-delay is a dark gap round the dot, a dashed ring marks
  -60 dB. Seeded dots stand for the reflections. Wet fades the tail
  against the dot.
- A type of Sound draws the peaks of its sound from the library, each
  against its loudest. It says LOADING until they are there.
- A button for each type, a list of the sounds and four chrome knobs:
  Decay, Damping, Pre-delay and Wet.
- A knob the type does not take is greyed but turns. It goes over to
  Custom with the type's numbers, as one undo step. Picking a sound
  makes the type Sound, also one step.
- NodeParamDrag can write several settings as one drag for that.
- Test hook __gm.reverb.panel(nodeId), for the sound FX and the
  instrument graph.

Tests:
- Unit reverb-view: 10 new tests for the plate, the knob turn, the
  numbers per type, the scale, the tail and the texts. A screen that
  ignores damping turns the highs test red.
- e2e 34 (atx): 1 new check (device between its ports, decay knob of
  a Hall goes to Custom as one undo step, Cave button, a sound from
  the list makes it Sound and draws that sound).
- Probe pictures on stein2: Room, Hall, Cave, Plate, Custom with
  damping 1 and pre-delay 0.3 s, Sound.
- Gate (atx): CHECK EXIT 0, 287 files, 4393 tests.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-10 16:35:59 +02:00

7.6 KiB
Raw Blame History

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, 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, 1964 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.