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

File: 1450045255320.png (1.3 KB, 96x31, 96:31, Screenshot_383.png)

d48245 No.24421

Hey /adgd/, I've recently seen someone mention this shit on a post, and I got curious as I'd never heard of it.

http://www.stencyl.com/

Looking at the site, it looks perfect. A good visual way to "program", versatility, etc. Looks so perfect, in fact, that I'm really suspicious of this, so I was wondering- anyone here worked with it before? Is it decent? Is it crap? Is it good? What's the deal with it?

swear I'm not shilling, just an ideaguy who wants to know if they could easily start dicking around with this or if it's not worth the time

a36717 No.24426

>>24421

Never used it, but i heard about it. It seems cool but you have to pay for it.

http://compilgames.net Try this, it's free.


329fd4 No.24432

File: 1450090797078.png (85.12 KB, 900x500, 9:5, dm.png)

>>24421

That looks like regular programming to me tbh

if(right == is_down) {
self.x_speed = 10;
} else if(left == is_down) {
self.x_speed = -10;
} else {
self.x_speed = 0;
}

if(self.alive == false) {
play_sound();
}


ce8bed No.24435

Honestly, UE4 is a lot more powerful, flexible, bloated, and its visual scripting is better than that one.


394fae No.24491

>>24432

I seriously doubt that this is easier than Unity C# scripting. The color coding may simplify it at first and it looks like you can't make the simplest mistakes like too many or not enough ; ) } etc. But on the other hand making those mistakes forced me to learn how shit worked and I'm better for it.

>>24435

I've said it before, I think Blueprints are unintuitive and plain inferior in all aspects. With blueprints you even lose out on the visual simplicity that anon's image shows. With blueprints seeing the logical structure of what you built is way harder, it takes up more space and the cable salad (connection wires) doesn't help either. Blueprints are a marketing meme.




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