Home - Grisgram/gml-raptor GitHub Wiki
When you create a new game from the template, you will find a preset structure of folders and rooms in the project. Of course, you are not forced to work in this structure, but the way it is set up currently allows you to press F5 immediately after creating the project and you have your initialization, all libraries, external files, snap, scribble and the required controller objects at hand, initialized and working.
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Example Project →
A short demo that shows most of raptor in a nutshell
The example will help you understand how your thinking pattern should be when doing things "the raptor way"
Installing the Template | Step-by-Step how to get the template working in your GameMaker installation |
Project Template Overview | All details about the contents of the template and how to start developing your game |
Starting a new game | Please read Project Template Overview first! |
Global #macros | Some platform objects fill global variables, you should know |
Self and View #macros | Macros that help in positioning and calculating object positions |
Utility and Helper #macros | QoL macros that make some of the GML stuff a bit easier to read |
raptor's object model | The most important objects that raptor provides and their hierarchy |
Controllers | Controller objects provided by raptor |
Particle Effects | Create cool particle effects with a supported editor |
Savegame System | All you need to know when saving/loading your game state |
LG Localization | Powerful and feature-rich engine to localize your game |
RACE (The Random Content Engine) | Endless ways to create random content |
StateMachine | Control your objects, control your game |
Animation | Powerful and more easy to use than sequences |
UI Subsystem | Hierarchical UI System |
Tools, other Objects and Helpers | Audio, Files, Tiles, Camera, Testing, ... |