
Having written numerous syntax parsers in past, I was able to mimic how GameMaker itself works very accurately - down to little-known quirks and seemingly-illegal constructs.
#NIDHOGG SPRITES CODE#
As a bonus, the official implementation is a big black box, meaning that any assumptions about inner workings would have to be either based on examining output code or be pure guesswork as such. With 1-minute setup time and unparalleled functionality, the extension is generally regarded as something that should have been part of GameMaker itself.Īfter working with GameMaker, parsers, compilers, and web-based tools for years, I have grown increasingly curious as to just how hard it is to compile GML to JavaScript.Īs it turned out, pretty hard - while GML does look akin to JS, it spots substantial differences both in what is considered valid syntax and in actual workings.
#NIDHOGG SPRITES UPDATE#
Of course, as it usually turns out, it was still a crazy amount of work,īut the result was truly impressive - you import an extension,Īdd a single line of code to your code of interest, start up a helper app together with the game,Īnd that's it - you can now edit the code and see it update in-game the instant you hit "save". I could have the game load up and execute code as it's changed,Īnd that would be so much faster for prototyping new code in large projects.

If I could make a complete GML compiler+interpreter work inside of GM, I've had an even wilder idea - as I already handle almost entirety of GML syntax, why stop there? Slightly less than a year after the release of original web-based version of GMLiveĪnd work on modding system for Nuclear Throne Together, Commonly used in JavaScript to make it easierįor optimizers to analyse code, this is also handy in GML to eliminate lookup overhead.

Lines of netcode in plain GML, but lack of compile-time checks would cost you some sanity. To write complex code for GameMaker games - for example, you could write thousands of (utilising classes, interfaces, or many other features of the programming language)Īnd have it compiled to equivalent GML code.įrom the start of it's development in 2015, the primary goal of the compiler was to make it feasible That is, you can write high-level code in Haxe Heck, buy both - the Nidhogg Complete Bundle is discounted too.Compiler module that lets you write code for GameMaker projects in Haxe. Its new updates are a little smaller than those granted its sequel, understandably, but I'm still glad to have a new battleground called "Fields", a new "Permanent Blood" mode, and those cats.īoth games are also currently 60% off, meaning Nidhogg is £2.79/€4 and Nidhogg 2 is £4.39/€6. I've played it for hours and hours and hours with friends and I never grew tired of it.

It's a sword-duelling game that produces exceptionally tense standoffs and intense rivalries, with only a handful of moves or systems to get between you and raw competition. I'm also inclined to agree with Adam in his Nidhogg 2 review, who felt that the sequel's new weapons and larger scope only distracted "from the perfection of the central fencing mechanic."Īnd Nidhogg 1 is perfection. Because it had one minigame that took place on the roof of a train, see.
#NIDHOGG SPRITES FREE#
I'm old enough to find the train level reminiscent of Cowboyana, Messhof's old, free western. The former is a "demonic meat locomotive," while the latter is supposedly based on "the real Messhof office." I question this. The two new levels for Nidhogg 2, as explained in a brief Steam post, are "Train" and "Office". Even better news: the original Nidhogg also received a free update, adding a new battleground and some new animated cats. Good news! Chaotic multiplayer brawler Nidhogg 2 just received a free update adding new costumes and two new levels, including one set upon a train.
