I am Nikita Musatov (also known as MusNik and KeeVee Games) a full-time professional GameMaker developer located in Armenia. I do videogames, assets for GML programmers, open-source libraries/examples, and contract freelance work! Worked on ScreenPlay, Norland, Voidigo, RetroMania Wrestling, Cookie Swirl World and other projects.
- 👨💻 Currently working on GooWee.gml ? and GmProto ?
- 🕹 Producer and Lead Programmer of Close Your Eyes
- 📦 Assets I made: on Marketplace and Itch.io
- 💾 Other languages I know and work with: C++, C#, Javascript, GLSL, Java, etc.
- 📖 Visit my Portfolio and Showcase
- 📫 Contact to hire me or ask questions: [email protected]
Contributions: GameMaker-HTML5, GMEdit, painfully-learned-lessons, tex-pack, buffer-zlib.
Name | Description |
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OKColor is a color management library for GameMaker written in pure GML that implements the new "industry standard" OKLab/OKLCH perceptual color models, that give better results than standard RGB/HSV. It's simple to use with only one |
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The most complete list class for GameMaker Studio 2.3+. GC-friendly, list = new ArrayList();
list.add("howdy", "ho", "world", "!").remove_at(1); // method chaining is also supported
list.array[0] = "hello"; |
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Create a deep copy of Sequence and modify its properties in-game without changing the original resource! Useful for using sequences as templates for graphics elements and UI with changeable placholders. var seq_new = sequence_duplicate(seq_orig);
seq_new.tracks[0].keyframes[0].channels[0].text = "Hello World";
// this will not change the original sequence property! |
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Deep clone class instances, anonymous structs and arrays nested in any order! var thing = new Class();
thing.something = { first : [0, 1, 2], second : [3, 4, 5] };
// will return a new Class instance with the identical values but new references
var new_thing = deep_copy(thing); |
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Base class for custom exceptions replicating a structure of system exceptions and adding better support of try-catch and exception_unhandled_handler for these custom exceptions. The class is generating all the necessary exception fields and populates data for |
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foreach() loop implementation on GameMaker Studio 2.3+ for arrays, ds_lists, ds_maps, ds_stacks, ds_queues, ds_priorities and structs. Syntax is pretty neat and straightforward: foreach(collection as (item) {
// do things with item
}); |