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Welcome to AGDG, have you ever made a game?
See also: /ideaguy/ | /vm/

File: 1433896163952.png (27.25 KB, 250x250, 1:1, gamemaker.png)

fea7ef No.18304

/agdg/, do you look down upon those who use Game Maker? Would you recommend it to someone who is making a 2D game?

0fdf96 No.18305

Like just make game.

Use whatever is comfortable for you. If you have any weird features in mind, make sure they are possible to implement in GM. I have no idea how extendable it is.


05e095 No.18307

Don't worry too much about the tools you use to make a game, it only becomes an issue if the tool is too simple for your vision. Like, Game Maker is fine for 2D games, but if you were to ask if it was good for 3D games, we'd point you to another, more 3D oriented engine.

Your project is 2D, so Game Maker will serve your purposes well.


f82bf3 No.18312

The scripting language makes me laugh but who gives a shit if your game is good. The original Spelunky was made in GM and it was fantastic.


44fbc2 No.18316

There's plenty of good 2D games that prove Gamemaker can do a good job at making games.


b0274e No.18326

I just went back to Game Maker Studio then tried Polycode but Monogame is far superior and I can have complete control and there's no weird problems like depth issues or not being able to read a fucking text file.

A lot of people are just lazy. You have no one to blame but yourself. Programming WILL become better organized in the future but right now these are the tools we have. C Sharp is a real lifesaver in general and going back to C++ for anything but libs/performance is just making extra work/errors for yourself, and so is using an inferior IDE/engine from 2006 like Gamer Maker.


4f87e1 No.18330

Good games have been made with GM.

Look at locomalito.com. All of his games are made with GM.


75e6f1 No.18369

I used to use Gamemaker when I was relatively young, I really fucking enjoyed it. I wouldn't consider using it these days, but I think the work of Cactus is solid proof that it can be used to make some tight product.


83b6c4 No.19421

Barkley 2 proves that you can make a great game using GM, even if it isn't out yet. Personally I hate using things like GM, but that's just me. It has absolutely no affect on the quality of your game, which is what matters.


55345a No.19463

File: 1436599434271.jpg (83.12 KB, 352x264, 4:3, Sloth.jpg)

>>18304

>See thread.

>Everyone politely discusses what's actually important while answering the question.

I'm home.

And yes, I would recommend it. However there are other options like Construct 2.

If your looking to code and are dissuaded by GM I would suggest looking into Pygame.

Other than that you should really just explore your options and makes some small prototypes before you decide what platform you'll use to make larger products.


bbab4c No.19467

>>18326

>>19463

The most important feature of GM (like .Net C# which is windows specific) is the code libraries/engine functions, so I grabbed it from here for C++/C# https://github.com/enigma-dev/enigma-dev/tree/master/ENIGMAsystem/SHELL

Though admittedly converting it from Enigma/GM is making extra work for myself. But it's worth it


bbab4c No.19468


bbab4c No.19469

>>19463

>>19467

I tried the new GM:Studio and I think it's still shit. I tried enigma because I had it working before but it didn't run, trying it again now with the patch. I did actually make a few simple games in the old gm 6 but MonoGame I prefer


d10494 No.19475

The excellent "Iji" is also made in GameMaker.

fuck GameMaker though :^)


0a57ef No.19476

>>19475

>someone who knows about Iji

MAH NIGGA


0a6a11 No.19490

LISA was made in RPGMaker and has sold more than anything we've made.

What the fuck do we know about 'best engines'?


afc095 No.19493

>>19490

There's a reason Austin doesn't work in RPGM anymore though. Pretty sure the sequel's already going to be a different engine, and the games he planned after that are definitely going to be made in something else.

What it does show, however, is that any engine can be made to make something good. Just be sure to use one that you can use to make things good efficiently.


78ebcd No.19513

In a class we were supposed to create a game in GameMaker over a couple weeks and I disliked it because I felt restricted. However I also didn't know how to use it.

Anyways, I have always looked kinda down upon it, seeing it as something that is simply for stupid people.

Later I found that some of my most dear games were made in GameMaker. Namely, the entirety of I Wanna Be The Guy games (except boshy). I've had casual respect for it since. If I were to make a game though I'd probably make it in c++.


3a4b77 No.19520

>>19513

How the fuck can you say it's restricted and next you are saying you don't know how to use it? The manual is there, you press F1 and you can see all the functions.

You can create any 2D game in it, so I see no reason to look down on it.


d8ce10 No.19521

One of the greatest games of all time, Charles Barkley Shut Up and Jam Gaiden, was made in Game Maker, so I have no problem with people who use it.


3a4b77 No.19536

File: 1436771615565.jpg (29.95 KB, 627x325, 627:325, 1435655130599-1.jpg)

I'll post it here since it's a game maker thread, I have a problem, and I think I'm going nuts, I'm very close to pulling off my hair.

This shit is so simple, and I have done it before but it just doesn't want to work properly now, no matter what I do. It's about platforming collisions, and I think I tried to fix this for 3 days now, I'm going mad that I cannot pass such a simple problem. Here's the thing, my character occasionally gets stuck horizontally, he is moving into an object vertically probably and the game sees him as not able to move. I checked over ten times that my sprite origins, and masks, all of them, even the size of the sprites are the same. They are even centered so it won't switch the hitbox into an object suddenly. This bug mostly happens when the character moves down objects that are 8 pixels away from each other vertically, and near each other horizontally.


//HORIZONTAL collision
//if we will collide at our right/left with the ground, move us right near the ground horizontally and stop
if (place_meeting(x + hspeed, y, obj_ground))
{
//until we are close keep moving 1 to left/right
while (!place_meeting(x + sign(hspeed), y, obj_ground))
{
x += sign(hspeed);
}
hspeed = 0; //then stop the hspeed
}

//VERTICAL collision, if we are in air do this:
if (!place_meeting(x, y + 1, obj_ground))
{
gravity = PlayerGravity;
grounded = false;
}

//If we meet solid at position + vertical speed (this should do nothing when we just stand)
if (place_meeting(x, y + vspeed, obj_ground))
{
//if we aren't grounded move down by 1
while (!place_meeting(x, y + sign(vspeed), obj_ground))
{
y += sign(vspeed);
}
//stop his speed to not accidentally move him into an object
gravity = 0;
vspeed = 0;

//if we moved on top of an object then we are grounded, else we are descending
if (place_meeting(x, y + 1, obj_ground))
{
grounded = true;
if (StateId == state_jump)
{
StateId = state_idle;
}
}
}

Of course I have another script which changes his vspeed to jump if you press the jump key, and another one which moves him left or right if you press direction keys. And in that script, it won't let you move left or right if you will collide with something horizontally. If you will collide with something, it will move you close to the object.

I just don't understand, I am literally going crazy over this because I can't start moving on the game because of this stupid shit bug. It only occurs if you place platforms close to each other, and elevate each one of them lower. You will sometimes get stuck to them, just fucking kill me already.


cba26b No.19540

>>19536

i would suggest putting printing statements in your various statements to see what is and is not triggering when the bug occurs

>And in that script, it won't let you move left or right if you will collide with something horizontally

i would say that would probably where the problem is coming from


ba972f No.19545

>>19540

I did do it, when I put messages like that what happens is that the object is moved a bit into the ground, not on top of it. If you look at the code I don't know what the fuck moves it into the ground, it shouldn't, it should always stay 1 px away from every object.

And the left/right script, it's the same as this one, if there's nothing on your sides it lets you move left or right, else it doesn't.


4f7e08 No.19559

>>19536

Well, I got tired of making that script work so I fixed my problem, in another way.

My fix is to abandon the built in vspeed, hspeed, gravity, friction. I just made my own gravity and friction code, same for speed. Now this doesn't happen anymore. Fuck, this is a lesson learned, don't use the built in variables.


46adf8 No.19621

File: 1436951255298.png (1.41 MB, 1920x1080, 16:9, s3-2_034_1-n.T.2.png)

Honestly, if you find it useful as a tool, just make a game with it. I've used it for a long time, but with different intentions.

I find it really good for prototyping 2D games. I've used it for that reason since version 6 (that's a long time ago).

I wouldn't use it for anything complex, and that's not out of any personal grudge or lack of know-how. But purely because GML is a shit-fest, and always has been since even before Yoyo Games obtained GameMaker. It's the sort of thing that very quickly makes you love pretty much any other programming language out there.

I tend to quickly test ideas out in GameMaker (kind like how Google uses Sketch to quickly prototype app designs and basic interaction), but then move away to other things that allow a lot more actual freedom when coding.

I mostly find that their implementation of GML has always been an approach of "hacking it until it works". They especially did this a lot when trying to wrap GML in JS, for HTML5 support. It's still very broken (especially if you want to use it for math, blend modes, surfaces, arrays, key/value stores, classes, etc).

The IDE itself is brilliant for making 2D games and practicing the structure of simple projects. GM:S only suffers when you want complexity, or if you go full cross-platform.

It's probably worth mentioning that many great games have been made with GameMaker, but only a few of them have survived commercially without needing to be ported to other technology for the actual release (eg. C# and XNA).

Duck Game is a good example of this. Started in GameMaker, but now its C# and XNA. In fact, it's compiled in debug mode if you want to look at the source code yourself.


9ff93a No.19627

>>19621

I think Risk of Rain would have been much better without GameMaker. It wouldn't be the first time the game froze on me while I was farming in the hardest level, and the game had some really ugly screen aspect ratio bugs.

Still very fun, but it would have been a really great game had they used something less buggy.


9ff93a No.19628

GameMaker's dragondrop seemed confusing to me, but if you can operate it properly then good for you, I guess.

From what I have seen GameMaker seems fairly flexible, unlike RPGMaker, so for prototyping and making small games it is probably alright, but don't expect to make anything big with it.

However, allow me to interject for a moment, because GM isn't free software which is why I would never use it for anything else than fucking around. I know many of you don't mind about this, but I think it's important to be able to have a say in how your product is handled after distribution.


992c84 No.19632

>>19627

It might also not exist without Gamemaker.


5e4b39 No.19699

I'm trying to learn this right now and it's a fucking nightmare.

I just want to make a button that causes a piece of random text to appear upon being pressed and I can't fucking figure it out.

I managed to figure out how to make it so the sprite for the button changes when you press it and reverts when not pressed but thats it. Shit is a bitch and a half to learn.


2dead9 No.19720

>>19621

I agree with this. The only issues with GML I've had are when I've needed classes. You can kind of mimic it by using scripts to make sure objects have the right variables, but it's a pain stepping down from Unity with c# to GML


537d9e No.19761

>>19627

You literally don't know what you are talking about.


537d9e No.19762

>>19621

>Duck Game is a good example of this

literally the worst example you could post, it's not even a proper game really.


eef35e No.22291

>>19628

>I think it's important to be able to have a say in how your product is handled after distribution.

Can you clarify how exactly using Gamemaker effects your product after distribution?

Not being a cunt, genuinely curious.


c5f75b No.22293

File: 1443134876417.jpg (39.45 KB, 649x536, 649:536, 1375478861477.jpg)

>>19762

>it's not even a proper game really.


cc5755 No.22309

File: 1443153829463.png (176.76 KB, 620x258, 310:129, ClipboardImage.png)

>>18326

Full-fledged programmer here (CS degree and everything) that still uses GM. I have a question as far as how you enjoy working with something like Monogame.

I fucking hate GML and so much about GM in general -- the weird unexpected behaviors, the lack of any real OO -- but what sells it for me is that aside from having most necessary functions already written, it has an integrated UI that ties everything together very neatly.

So, sprites go here. Maps go here. And so on. It's a very logical and clean separation. Adding and accessing resources is simple, clear and straightforward. I find the GUI interface just helps me make sense of and enjoy gamedev so much more. It's a very visual and comfortable way to work.

Most other engines are just that: engines alone. They might have a lot of the framework, and a good library of functions available. But I'm still dealing with defining the intricacies of creating, loading and managing my own datastructures. Using shitty non-integrated editors to modify map data.

I dev games for a hobby, not for profit. It needs to be enjoyable and hands-on. I really like having all the tools integrated in one package, even if that package is a giant turd sandwich in so many ways. Are there any viable multiplatform options I'm missing here? Godot tickled my fancy for awhile but the documentation is too weak right now to pursue that angle.


cc5755 No.22310

File: 1443153998848.png (17.93 KB, 400x256, 25:16, ClipboardImage.png)

>>19476 >>19475

We're gamedevs. Of course we know about semi-obscure, gameplay-focused gems with barely-above-shit-tier gfx.


9f446a No.22361

>>18316

What's been made with Gamemaker?


81378d No.22377

>>18304

No, because I use something much shittier than Game Maker. And I'm not talking about RPGMaker, either.

>>22361

Valdis Story. As much as I hate the majority of the design decisions that went into that game, it is pretty fun to play.


81378d No.22378

>>18304

>>22377

Somehow forgot to put: Yes, it's a perfectly good engine for making 2D games.


642424 No.22380

File: 1443275509337.gif (4.34 MB, 598x205, 598:205, Death's Gambit.gif)

>>22361

Plenty, the first versions of Spelunky and Hotline Miami were made in it before they became popular enough to warrant being ported to other engines. Nuclear Throne was made with it too.

Then more recently, there's Hyper Light Drifter, Uncanny Valley, and Death's Gambit. GM:S catches a lot of shit for having a lot of new users making really shitty games with it, but in reality the quality of the games made in it is really just a matter of how you use it and how gud u art.


995e8a No.22382

Anyone else been able to use game maker without a yoyo account until the last update? I was pretty fine with creating applications from my game until a few days ago, and now I can't create an application without creating a yoyo account. And to make that I actually have to give my phone number.

What the fuck?


3f9cc7 No.22423

>>22361

hotline miami 1 and 2

undertale


978e35 No.22429

If you can make it work than whatever. But it's lacking in premade shit in the scripting language imo. I'd just use something a little more robust, like Unity.


cc5755 No.22453

>>22429

Even for 2D work? Seems like Unity is pretty 3D-geared. If you want to do 2.5D, maybe, but otherwise, I dunno... seems like GM is the better option. What do you feel the language lacks? (Other than OO, which is slightly crazy-making sometimes.)

Note there are a lot of scripting extensions you can download to add some functionality, if you don't want to code it yourself.


43bb0c No.22497

It's a shit framework, but if you're actually making your game, you're already miles ahead just for actually fucking doing something.


a1da04 No.22661

Are there any good books to read to get a grasp on GML? I'm pretty shit at math in general, but I don't want that to stop me from making a game... but at the moment I'm getting stuck on easy things like simply making my character gain speed as he runs. I feel like I need some foundational skills with the logic and language that I just don't have.


a7243e No.22665

>>22661

You lack programming skills.

Take some time off of game maker and learn another language like python or lua and do some exercises on algorithms and data structures. Those skills carry across all languages, that's why there's no GLM specific tutorial; these skills are usually taught in the context of a general-use programming language.


8b8ac9 No.22667

>>22665

gotcha, up to this point I've just been patching together other peoples codes to make something and that can only go so far.

it also feels sort of dirty.

guess I'll go for python then.




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