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Last 10 additions
  1. Tilemap tutorial (AGK) - Example of a pixel-scrolling tilemap, part 2
  2. Tilemap tutorial (AGK) - Example of a pixel-scrolling tilemap
  3. Tilemap Tutorial (DBP/DBC) - Example of a pixel-scrolling tilemap
  4. Purple Token example (AGK) - An example of implementing the Purple Token library.
  5. Purple Token Library (AGK) - A library to make implementation of the Purple Token high-score web service easier in AGK Tier 1
  6. Gamespace (AGK) - Example of how to submit and retrieve scores using the online GameSpace system.
  7. Memblock drawing functions (DBP) - A set of anti-aliased drawing routines that write directly to an image memblock. This is useful for creating custom graphics while preserving background transparency.

    The box and circle commands can draw either an outline or filled-in. The circle has a radial gradient function.

    makeMemblockImage(memblock_num, width, height, fill_color)
    mem_circle(memblock_num, centerX, centerY, radius, color, fill, preseveBackground)
    mem_circle_gradient_radial(memblock_num, centerX, centerY, radius, innerColor, outerColor, gradient_centerX, gradient_centerY, gradient_radius, preseveBackground)
    mem_rounded_box(memblock_num, x1, y1, x2, y2, radius, color, fill, preseveBackground)
    mem_line(memblock_num, x1, y1, x2, y2, color, preseveBackground)
    mem_box(memblock_num, x1, y1, x2, y2, color, fill, preseveBackground)


    The preserveBackground option does just what it says. If turned off, the drawing routine will overwrite any pixel data currently in its pixels' positions. If turned on, it will use a form of alpha compositing to blend the drawing operation on top of any current data. It has a few quirks here and there, but works well in most situations.
  8. Angle between vectors (DBP) - Retrieves the angle between two 2D vectors
  9. Sprite Clipping (DBP) - Clips the view of a sprite by resizing it and altering its UV texture coordinates.
  10. Base64 Encoder-Decoder (AGK) - A base64 encoder and decoder.


Math/Physics (18)
Code which typically deals with vectors, splines, simulations, trigonometry, geometry, collision detection and response, equations, algorithms, etc...

Graphics (17)
Code which typically involves achieving specific graphical effects such as flood fill, texture generation, or 3D special effects like particles and bloom

GUI (4)
Graphical User Interfaces, menu systems, and UI components

I/O (3)
Code pertaining to input/output operations or file system commands.

Networking (3)
Anything dealing with communication over a network, local or Internet

Miscellaneous (14)
Code which cannot be defined by any other existing category will end up here

Games (1)
Short mini games, most often remakes of old classics

Memblocks (2)
Manipulating sound, object, or image data using memblocks

Tutorials (2)
These snippets are designed as tutorials or to be part of a tutorial elsewhere.