adminandClaude Opus 5.5 eb78f3cbf3
game-maker / gate (push) Successful in 4m5s
game-maker / suite (push) Failing after 16m5s
Show a Chip node as a device with its wave and its pitch (#386)
The Chip had eleven numbers in rows and nothing that showed what they
do to a note. Its node is now a device of one size like the
Compressor's, and two screens draw the wave and the pitch from the
settings, worked right in the instrument graph.

- ChipPanel is 840x280 in the warm grey of a handheld console. A
  button per wave, the "follow note" lever and a chrome knob per
  number, grouped Oscillator, Slide, Vibrato, Arpeggio and Repeat.
- The wave screen draws two periods as loud as the Chip plays them,
  a square at its duty. toneValue and periodicSteps come out of
  chip.ts, so the screen and the worklet share one formula.
- The pitch screen draws what slide, delta slide, vibrato, arpeggio
  and repeat make of the pitch over a note. It ends where the note
  falls below "min frequency" and starts from A4 while the Chip
  follows the note.
- Idle settings are faded, wired ones greyed and locked, as the rows
  were. Every change is one undo step.
- Knobs take a bipolar range: 0 straight up, the taper bends each
  half. Slide, delta slide, duty sweep and arpeggio use it.
- The Compressor's auto-gain lever is now a Lever with a name of its
  own, which the Chip uses for "follow note".
- Presets give a Chip five columns, as a Filter has four since #385.

Found on the way:

- With the Chip this wide the Laser preset is about 3060 units. In a
  1280 px window Fit stops at the least zoom of 0.25 and cuts the
  Notes node off. The zoom limit is left as it is.

Tests:
- Unit: chip-view (9 new), knob (1 new), chip, chip-presets and
  hardware-view, 53 green
- e2e 34 on melektaus-atx: ALL PASSED, 131 checks (1 new). The
  first run was red on the check itself: a Laser's "min frequency"
  can lie above A4, and the screen then rightly says the note ends
  at once.
- Gate on melektaus-atx: CHECK EXIT 0, 285 files, 4377 tests
- Counter-check: a square drawn with its duty mirrored turns the wave
  test red

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-10 14:55:35 +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, 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, 1962 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.

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