Pulse has launched!



Pulse is here!
Pulse is a lightweight, easy to use, but surprisingly capable signals and events framework for GameMaker. Like Statement, this public release has kind of been in development for years without me realizing it would ever be a public product. I originally built a little signal system for myself ages ago, and then I just kept iterating on it as projects got bigger and the cracks started showing. More features, more edge cases, more "why did this fire twice", more "how do I stop UI and gameplay both reacting", more "how do I clean this up without leaving ghost listeners behind".
So Pulse is the result of that slow grind. It is not just "broadcast a string" - it is a communication system that I have dogfooded long enough to sand down the painful bits. It is built to stay readable when your project stops being tiny, and it's filled with small quality-of-life decisions that make it feel way less fragile than a typical homebrew signal script. Most of the useful power features are still just a line or two to enable when you need them, so you can start simple and scale up without rewriting everything.
And, because I am releasing it properly, it also ships with full documentation and examples so you can actually plug it in and understand it without reverse engineering my brain.
Pulse is the second tool in a growing suite of frameworks I am releasing for the GameMaker community, so if this kind of tooling is your vibe, keep an eye out. There is a lot more coming
Oh, and just like Statement, Pulse ships with my debug logger Echo included for free. If you already own Statement you already have Echo, and if you only want the logger on its own, it is also available separately.
Files
Get Pulse
Pulse
A powerful signals and events framework for GameMaker that helps keep your game in sync.

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