I have a few Gamemaker assets available. See the below to check them out.
Firehammer Input
Firehammer Input is your new way to manage your game’s inputs. Under the hood it uses GML functions and so supports all the input devices currently supported in Gamemaker: Studio. But it then adds on easy to use custom input options, letting your game’s players choose their own inputs with ease. They can choose keyboard keys, mouse buttons, or any inputs on XInput or DInput devices(as supported by GMS’s gamepad functions). But you as the developer can code your game without worrying about what input is driving your game’s actions, making your job much easier. Your objects respond to actions, without needing to know if the action is being driven by the space bar or some gamepad’s shoulder buttons. It also includes a few helper scripts as well that are meant to make your input handling very simple.
Firehammer Audio
Firehammer Audio is a new system and way to handle your audio needs in Gamemaker Studio 2(2.3+). It has plenty of functions to handle things you would normally have to write extra code for. The three primary focus points are providing functions for playing music, sound effects, and 3d sound. The music system handles things like tracking the current music playing, fading between tracks, and more. The sound system has things for creating automatic variation when playing sound effects, so you no longer have to avoid things like footstep sounds since now they won’t be so repetitive. Finally, the 3d sound system combines the 3d audio system with the sound effects goodies, along with automatic tracking of instances for the listener and 3d sound emitter positions. Finally, there is a whole system for volume control, and a sound grouping category system making things easier to handle.
Firehammer Max Ease
Firehammer Max Ease is a quick and easy system for easing variables. An “ease” is the basic unit for tweening values, similar to a LERP(Linear Interpolation) but you can choose from 30 other equations to get different types of interpolation, ranging from basic curves to things like bounces and bits that even go outside the boundaries. You can simply use this in place of anywhere you would use a LERP to get variety in your movements. It can be also be used to spice up all kinds of movement and animation, including things like scaling buttons on mouse-overs. I even include an example where you can use just a specific portion of a curve to create an interesting bounce animation. See easings.net for an idea of what is going on here.