Updates and merges


A few things have happened:

  • I have merged this extension and window_progress together.
  • The DLL is now much smaller (see blog post).
  • I added a GMS2.3 x64 version of the DLL.
  • The extension is now free and open-source.
    Given that the two extensions made a total of $40 in 4 years, it doesn’t seem like making purpose-specific $1 extensions is much of a business plan.

Files

window_taskbar-for-GMS1.gmez 6 kB
Version 1.1.0 Jun 20, 2021
window_taskbar-for-GMS2.yymp 9 kB
Version 1.1.0 Jun 20, 2021
window_taskbar-for-GMS2.3+.yymps 15 kB
Version 1.1.0a Oct 22, 2022
window_taskbar-for-GMS1.gmez 6 kB
Version 1.1.0 Jun 20, 2021
window_taskbar-for-GMS2.yymp 9 kB
Version 1.1.0 Jun 20, 2021
window_taskbar-for-GMS2.3+.yymps 15 kB
Version 1.1.0 Jun 20, 2021

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Comments

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Hi, where would I find the x64 version of the extension?

(1 edit)

It’s included with the regular one - GameMaker picks up _x64.dll automatically.

Sorry but I can't seem to find it in the download files on the main page. When I import the package into the game it seems to be a 32X dll

Make sure to be downloading GMS2.3+ version - earlier versions didn’t support x64 DLLs and thus do not include it.

Deleted 1 year ago
(1 edit)

How do I add shaders file to NTT?

like I don't know which function 'points' the filename.

for example:

var MyShockwaveShader = LoadShader("shader.fsh")

Is there some kind of function that does this?

If not, is there a way I can write directly to the mod's source code?

ex:

///Shader functions

//Shader data.....

Sorry if the above question is a bit silly, but I'm really a little lost in relation to the Shading functions of your NTt.

But if you can help me, thanks in advance.

Edit: Will ntt get an update?



//Sorry for duplicated post

Some NTT versions have shader_create and alike - do /gmlapi in chat to get a full list of functions.

I am currently working on a new NTT update (if you own regular Nuclear Throne on Steam, you can find an early preview version on “ntt_development” beta branch) but I cannot actually guarantee that custom shaders will continue to be supported since they first relied on an extension (“Graphics Utilities”) that no longer works in GMS2 and then on an extremely hacky solution by me (that doesn’t work with current versions of GMS2).