TweenGMS Dev History (Part 1)

TweenGMSAs of writing this, I just completed a large update(v0.9.70) for TweenGMS. It adds a lot to the engine, while stripping away many redundant scripts which cluttered previous versions. I hope to have version 1.0 *fingers crossed* released by the end of the year.

I have now been working on the engine for nearly 3 years… crazy. Creating the tool has been an interesting adventure. At the beginning, I hardly knew what tweening was. Before TweenGMS, my previous experience included dabbling with a tweening engine in Unity, for about 30 minutes, a year before. I still hadn’t “got it”.

Back in 2012, a couple of weeks before Halloween, I decided that I wanted to make a “stupid little game” for the season. And, inspired by this video, I wanted to use the project as a way to learn and apply tweening. The result was Sugar Crash, a “stupid little game” made in just a few days which would later become the base for TweenGMS. (The game was originally called “Candy Crash” and was out before Candy Crush was on mobile platforms… I had never heard of Candy Crush)

When I set out to create my own tweening engine in GameMaker, I decided from the start to not reference other engines. I used Robert Penner’s easing algorithms as a base and went from there. I didn’t want to mold the engine around common standards found in other engines. Instead, I wanted to build it in a way that made sense for my own needs and worked best with GameMaker’s GML language. I didn’t know if I was “doing it right”, but I started to form a system which was relatively simple to use and did what I needed it to. That’s got to count for something!

To be continued…

 

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