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

File: 1452031963735.png (7.22 KB, 126x119, 18:17, asriel blep.png)

01e3aa No.24711

Which is better for beginning devs? Unity or Game Maker?

f02eb8 No.24713

Unity for 3D

Game Maker for 2D


198468 No.24714

>beginning devs

Make an engine from scratch. You DO want to learn real gamedev, don't you?


cf2009 No.24715

it is tradition to make at least one game in gamemaker.


b70522 No.24718

>>24714

Take this guy's advice with a grain of salt.


5c45c5 No.24726

>>24718

Making an engine is good craic lad.


d9e66b No.24728

>>24726

While this isn't bad advice, per se, it's really, really easy to get bogged down with the trivialities of building an engine that are taken care of when you use a prebuilt engine like Game Maker, and a starter nodev could easily get so lost in just making their engine work that they get overwhelmed and just quit altogether. Up for debate, obviously, but I feel the better path of game dev is to learn the process of making a game itself before learning the intricacies of building the engine itself.

It's like learning how to paint, then experimenting with the actual types of paint you're using.


762c68 No.24731

>>24728

This. Engine work and actual deving are two different beasts. You're gonna take quite a while to do the first one until you get to the actual game making part.

Your first game(s) will not be so complex that you need to make a specialized engine for it. Once you're capable of increasing the scope of your projects and notice the limitations of Game Maker or whatever it's safe to move on and even then there's other engines.

Unless you're Carmack-tier and all you want to do is code.


2668ff No.24741

>>24731

I actually can't get gamemaker to run a test game, so I have no clue if I'm fucking up or not

I got the steam version, so that might be the problem.


8bfcc4 No.24747

>>24741

GameMaker Studio user here.

I can only warn you from my past experiences that you should get as far away from the Steam version as possible.

It fucks up on updates far too often, and is generally a huge annoyance to deal with.

If you can, get them to switch your licenses to the non-Steam version.


3bbc7d No.24752

File: 1452363727229.jpg (126.16 KB, 1024x768, 4:3, 1448592752321.jpg)

>>24711

>>24713

Unity for 2D and 3D

GameMaker is for faggots and you are literally WRONG if you use it. It is NOT a matter of opinion.


d9e66b No.24754

>>24752

Now now, there's nothing wrong with Game Maker unless the dev is actively being lazy with it.


3bbc7d No.24755

File: 1452384165802.jpg (21.63 KB, 480x480, 1:1, 1444357643810.jpg)

>>24754

I don't have time to list everything wrong with fucking gamemaker.

>garbage proprietary scripting system

>basic data types are fucking unusable (autistic "number" types which are all just floats, no control over size)

>buffers have scattershot support for long numbers and WILL randomly break

>next to zero responsive UI support, UIs must essentially be hard coded for one resolution

>ridiculous global namespace pollution

>no profiler, so shitty performance is guaranteed

>no good input management ex: for cross-platform controller input (to give a single example of a use case this falls flat for)

>user defined events are absolutely horrid

>NO THREADING

I was a steam developer on a team for several gamemaker games. I know more than you.

You are WRONG.

You faggots need to stop tricking new people into using the worst development platform of all time. Or don't; more money for me.


2668ff No.24764

>>24747

k

>>24755

the one good part is that it's easy to use, so people can get into making games and eventually move to a non-complete-shit engine


3bbc7d No.24769

>>24764

this is a fucking myth

the retarded hoops you have to jump through are a million times more confusing than anything unity could ever throw at you. the only people that think game maker is easier are the people that have never tried another engine


a53ee0 No.24780

File: 1452521825147-0.jpg (87.48 KB, 953x960, 953:960, 1407414879301.jpg)

File: 1452521825183-1.png (143.28 KB, 1366x768, 683:384, Screenshot (50).png)

>>24755

So you're a shit developer and now you're blaming the tool.

Scripting system is OK, though I agree that having something standard in place would be better just because it would be standard.

By their own admission, "user-defined events" (actually just an elaborate way to make an end-step code with if-check) was a failure and they removed it altogether.

What's wrong with data types? In Lua variables are either doubles or strings (or objects for that matter), same with Javascript. I don't see anyone complaining.

There isn't any more global namespace pollution than in any other engine. In fact I'd said there was less because declaring and using global variables is rather elaborate in GameMaker, even worse than in Python.

Same goes for input management. There's exactly the same amount of input support as in any other engine - it lets you read input states for every detected controller. In fact I prefer GameMaker's input handler that enables to easily do shit programmatically, compared to that of Unity which really encourages hard-coding everything.

Last I checked, buffers worked just fine. They don't break unless you fuck them up manually, which you probably did and didn't even noticed.

Threading isn't there for most of vidya-usable scripting languages (e.g. aforementioned Lua and JS), so that's not too big an issue actually. I kinda doubt though that you're even capable of using multiple concurrent threads to begin with.

There is in fact a profiler. But I'm not surprised you didn't know it existed - my $5 on you never opened instruction manual.

>UIs must essentially be hard coded for one resolution

Wew lad now you're simply showing yourself for a real fucking nigger incapable of programming.


229746 No.24818

>>24780

Having used GML for a number of years before moving to other languages, I can say with surety that it's contrived, the best example being the strange pseudo-OOP. I've seen many a "wat do?" with scripts attached that boggle your mind which would have been inconsequential had the person learnt another language for at least a fortnight. A clever programmer (theSnidr on the game maker forums comes to mind) can work wizardry with it, but they have to work within and around the constraints set by the engine rather than using it for their purposes. I'll post my game maker stash from my other computer (worked with GM8) to show you guys how I did some stuff. Many unfinished, or barely started projects in there, but a few neat things as well.


7a5808 No.24823

>>24755

>>NO THREADING

So, you had a problem and decided to use threads. Now you have two problems.


53b5d5 No.24825

>>24818

Well as I said, GML is impractical choice of scripting language. I know JS didn't existed at a time, but they could've at least used Lua or Tcl.

Poor programmers exist everywhere. But as far as paradigm goes, it's pretty much C, but without pointers, juggling which constitutes large fraction of C programming.

Regarding "OOP", GameMaker's "objects" are not abstract objects, they're in-game objects that can carry sprites and scripts and whatnot.




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