What do you think about a program similar to Game Maker?
- AndrewAPrice
- Member
- Posts: 2299
- Joined: Mon Jun 05, 2006 11:00 pm
- Location: USA (and Australia)
What do you think about a program similar to Game Maker?
I'm starting a project that's similar to Game Maker. It's called Visual Game Developer and so far I've written a sprite editor.
Right now it's targeting Windows, but later I'm going to target Linux and mobile platforms.
I'm wondering what opinions everyone has with a project like this. Does anyone have any suggestions on what to include in the project, or how to make it stand out?
Right now it's targeting Windows, but later I'm going to target Linux and mobile platforms.
I'm wondering what opinions everyone has with a project like this. Does anyone have any suggestions on what to include in the project, or how to make it stand out?
My OS is Perception.
Re: What do you think about a program similar to Game Maker?
...which will get you into trouble with Microsoft if you should ever achieve major success...MessiahAndrw wrote:It's called Visual Game Developer...
I didn't vote. The idea is good, of course - just like the idea to write a better OS, or finding a cure for cancer...
Last edited by Solar on Mon Jan 15, 2007 3:21 am, edited 1 time in total.
Every good solution is obvious once you've found it.
- AndrewAPrice
- Member
- Posts: 2299
- Joined: Mon Jun 05, 2006 11:00 pm
- Location: USA (and Australia)
Re: What do you think about a program similar to Game Maker?
I was going to rename it to Visual Game Studio (even worse for MS), but I already designed the splash screen by then.Solar wrote:...which will get you into trouble with Microsoft if you should ever achieve major success...MessiahAndrw wrote:It's called Visual Game Developer...
I didn't vote. The idea is good, of course - just like the idea to write a better OS, or find a cure for cancer...
My OS is Perception.
The idea is great, but think it further. Unless you happen to be a total language evangelist, you prefer tools, very incredible, powerful and neat tools. Take emacs for example.
What difference some gamestudio and excellent programming environment would have? They are almost analogous!
So, why wouldn't you just do a great programming environment instead of wanking out with games only? If your game development environment is good enough, it'll go for 'real' programmers too.
What difference some gamestudio and excellent programming environment would have? They are almost analogous!
So, why wouldn't you just do a great programming environment instead of wanking out with games only? If your game development environment is good enough, it'll go for 'real' programmers too.
Windows Vista rapes you, cuts you and pisses inside. Thought these are just nifty side-effects.
- Combuster
- Member
- Posts: 9301
- Joined: Wed Oct 18, 2006 3:45 am
- Libera.chat IRC: [com]buster
- Location: On the balcony, where I can actually keep 1½m distance
- Contact:
Note: I'm following a course game design which is lectured by the same person who created gamemaker, and hence i have to use it for several assignments
In fact i think merging something like unrealed with visual basic would result in the best game develpment suite in existance.
In fact, i still prefer Visual Basic 5/6 for writing games for having everything i need (the only reason i try not to use it is that it doesnt do portable code)
Anyway, some things that GM (and several other GCSs) lack:
- The ability to set properties of an instance during design. i.e. i cant have one object and attach a specific spritesheet to it. If i want that, i need to create a new object for each spritesheet i want to use.
- A proper debugger
- The ablitiy to keep data separate from code, as well as some CVS/SVN compatibility: GM stores EVERYTHING in one big file.
The idea is very nice. Almost all GCSs i know are either for DOS or for windows. (there is dosbox for the first tho...)Right now it's targeting Windows, but later I'm going to target Linux and mobile platforms.
Agreed. I prefer a good environment with the ability to do all the things i want, rather than using a poorly usable interface. I doubt i'd use gamemaker even though it has more than i've written myself, since you can't make it do anything without loading directx and showing a splash screen.So, why wouldn't you just do a great programming environment instead of wanking out with games only? If your game development environment is good enough, it'll go for 'real' programmers too.
In fact i think merging something like unrealed with visual basic would result in the best game develpment suite in existance.
In fact, i still prefer Visual Basic 5/6 for writing games for having everything i need (the only reason i try not to use it is that it doesnt do portable code)
Anyway, some things that GM (and several other GCSs) lack:
- The ability to set properties of an instance during design. i.e. i cant have one object and attach a specific spritesheet to it. If i want that, i need to create a new object for each spritesheet i want to use.
- A proper debugger
- The ablitiy to keep data separate from code, as well as some CVS/SVN compatibility: GM stores EVERYTHING in one big file.
From my experience with game maker, I have come to think that by the time you have played around with a complex all in one game development suit, you could have just as well developed a better made game with normal C++, Lua, and SDL. (Although, this is from someone who has never completed making a game in his life ) Albeit I suppose general tools (eg: sprite editor, animation editor, map editor, etc.) would be useful throughout any method of game development.
C8H10N4O2 | #446691 | Trust the nodes.
I've used both game makers and game programming languages, and I must say I prefer the latter. With game makers, it is incredibly hard not to end up with games that all look the same, because nobody likes doing the scripting, and just play with the defaults a little. As soon as you get into scripting, you may as well be using a programming language.
In addition, the programming language is useful for things other than games. I use BlitzBasic all the time for whipping up small utility apps, much like others would use Perl. It's also great for prototyping.
In addition, the programming language is useful for things other than games. I use BlitzBasic all the time for whipping up small utility apps, much like others would use Perl. It's also great for prototyping.
- AndrewAPrice
- Member
- Posts: 2299
- Joined: Mon Jun 05, 2006 11:00 pm
- Location: USA (and Australia)
Even with 5:2 votes against so far, I'm still going to work on it. Right now I have written Sprite Editor, Background Editor, and Object Editor, and the saving and loading of projects.
My OS is Perception.
Hi,
I'd probably start with Ogre3D, GCC/Mingw and Code::Blocks, and then add another library for making the interface to Ogre easier (e.g. generic functions like "loadScene(fileName)", etc), then full sound, keyboard, mouse and joystick support (either from SDL or elsewhere). Then I'd extend Code::Blocks with inbuilt tools (bitmap editors, 3D modelling tools, scene creators, etc).
Lastly, I'd add some generic templates (a 2D platform game template, a 3D FPS template, etc) that people can change and extend (rather than writing from scratch).
If done right, everything would be cross-platform from the start, and you'd be able to provide platform specific downloads (so that users can just download a single package/installer that installs everything needed).
Cheers,
Brendan
I'd probably start with Ogre3D, GCC/Mingw and Code::Blocks, and then add another library for making the interface to Ogre easier (e.g. generic functions like "loadScene(fileName)", etc), then full sound, keyboard, mouse and joystick support (either from SDL or elsewhere). Then I'd extend Code::Blocks with inbuilt tools (bitmap editors, 3D modelling tools, scene creators, etc).
Lastly, I'd add some generic templates (a 2D platform game template, a 3D FPS template, etc) that people can change and extend (rather than writing from scratch).
If done right, everything would be cross-platform from the start, and you'd be able to provide platform specific downloads (so that users can just download a single package/installer that installs everything needed).
Cheers,
Brendan
For all things; perfection is, and will always remain, impossible to achieve in practice. However; by striving for perfection we create things that are as perfect as practically possible. Let the pursuit of perfection be our guide.
- AndrewAPrice
- Member
- Posts: 2299
- Joined: Mon Jun 05, 2006 11:00 pm
- Location: USA (and Australia)
I've finished the Sprite Editor, Background Editor, and Level Editor (changing background options and adding/moving/removing objects).
The Object editor is functional except you can't add events yet, and without events you can't really do much (no event for OnKeyDown, OnMouseClick, etc).
All I have to do now is:
- Add events to the object editor
- Fix saving/loading of projects
- Get my compiler working (I've been doing basic testing now)
- Build a few example games
- Fix any bugs (IIRC I fixed most I've seen as they've appeared - I've been writing very defensively)
Then I'll have Version 1!
For future versions I'll include:
- a script editor (most likely LUA-based)
- a sound editor
Then I'll have Version 1.01
The Object editor is functional except you can't add events yet, and without events you can't really do much (no event for OnKeyDown, OnMouseClick, etc).
All I have to do now is:
- Add events to the object editor
- Fix saving/loading of projects
- Get my compiler working (I've been doing basic testing now)
- Build a few example games
- Fix any bugs (IIRC I fixed most I've seen as they've appeared - I've been writing very defensively)
Then I'll have Version 1!
For future versions I'll include:
- a script editor (most likely LUA-based)
- a sound editor
Then I'll have Version 1.01
My OS is Perception.
- Steve the Pirate
- Member
- Posts: 152
- Joined: Fri Dec 15, 2006 7:01 am
- Location: Brisbane, Australia
- Contact: