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Author Topic: New Beginnings  (Read 4930 times)
Offline (Unknown gender) Darkstar2
Reply #45 Posted on: June 01, 2014, 12:26:33 PM
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And finally we have Gamer maker. It's very easy to learn, and users can quickly make and test simple games. You have also integrated IDE for managing all aspects of the game. I think that's why, despite all its flaws, it is so successful.

Spot on !  GM had the potential of being so much more, but YYG came along and turned it into rubbish, to some extent, does not mean it is not good enough for a certain market, but there is another market looking for more, advanced stuff, and now they adopt a "let our users make stuff we were supposed to and enjoy the $$$" let's see how many said "extensions" will be worthy or start selling .....

Perhaps it's that  most GM users don't realise all the flaws in GM because they are not advanced or they don't make advanced games.  Or they settle for mediocrity.

@Lone
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Same could be said about the ENIGMA project. Why use ENIGMA over GM:S?

That's an easy one to answer.
#1) It's FREE! It's OpenSource you can tweak it, modify it as you want.
#2) Non interpreted nature!  It is a C++ engine, it compiles your games, no dealing with gay runners.  Smaller files, faster games!
#3) For advanced users allows C++ in your projects, includes unique set of functions as well (EDL).
#4) Developers who listen and go out of their way to HELP, and who fix as much as they can any bugs / issues, even though they are severely understaffed.
#5) For windows developers especially, includes most functions that were deprecated from GMS for silly, unjustified reasons because of laziness !
there are probably more reasons too.

« Last Edit: June 01, 2014, 12:34:17 PM by Darkstar2 » Logged
Offline (Male) Goombert
Reply #46 Posted on: June 01, 2014, 12:47:46 PM

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My only complaint with ENIGMA is the fact that it is sexually confused.

Anyway I am thinking of keeping the object resource for my spinoff and allowing sources and headers to be added with a simplification of the instance system allowing it to be easily coded giving you more control.

I am not sure if any of my ideas will come to fruition or not.
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I think it was Leonardo da Vinci who once said something along the lines of "If you build the robots, they will make games." or something to that effect.

Offline (Unknown gender) Darkstar2
Reply #47 Posted on: June 01, 2014, 01:00:54 PM
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My only complaint with ENIGMA is the fact that it is sexually confused.

Do elaborate ! :D

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Anyway I am thinking of keeping the object resource for my spinoff and allowing sources and headers to be added with a simplification of the instance system allowing it to be easily coded giving you more control.

I am not sure if any of my ideas will come to fruition or not.

How long do you think this could take you ?  I've mentioned minimum 2+ years and that is being generous.  How long do you expect to do this, alone........  If you can pull this off, then someone should sign you up right away and hire you ! :P

I know of another project that was crowd funded, has an entire team and years later they still are working on it.  So how the bloody hell are you going to pull this off anyway, alone when you mentioned you barely have time to take care of ENIGMA ?

Either way, I am always willing to try something new and will be glad to take your new engine for a spin when it's done, assuming it's done on time before the end times :D
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Offline (Unknown gender) egofree
Reply #48 Posted on: June 01, 2014, 01:28:24 PM
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Ok, a couple of things.

1) XNA, BlitzBasic, DarkBasic are all proprietary.
2) BlitzBasic, DarkBasic, and XNA are not very modern.
3) XNA is C#......

Not very modern ? Do you know when C++ was created ? 1983 ! Very modern indeed !  :D (Hey, Robert i am just teasing you !  ;) )
More seriously, i was talking about these tools and languages not to say we should imitate them, but to see what type of tools are available and to understand why GM is so successful.
As you said you don't care about the compatibility of GM, i was wondering if it's really necessary to make a new games engine. It seems that there is already a lot of excellent games engines existing, but very often they don't come with an optimized IDE for games. What about making instead a new IDE for one/or several existing game engines. Just thinking...
« Last Edit: June 01, 2014, 02:03:42 PM by egofree » Logged
Offline (Unknown gender) egofree
Reply #49 Posted on: June 01, 2014, 02:01:13 PM
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I was talking about interesting game engines. For example Microsoft has dropped support of XNA, but a new open-source project has been made : Monogame. (c.f http://en.wikipedia.org/wiki/MonoGame). The repository is here : https://github.com/mono/MonoGame. I didn't test yet, but at first glance it seems very interesting. It is a modern framework based on a well know framework made by MS, it is cross platform (OS, Android, Mac OS X, Linux, Windows, and PS4 soon !) and for the programming language, you can use the .Net languages. As i understand, what is missing is an IDE similar to GM Studio.

Edit:
For the IDE, you have the following choices:
MonoGame for VisualStudio
MonoGame for MonoDevelop Windows
MonoGame for MonoDevelop Linux
MonoGame for MonoDevelop Mac
« Last Edit: June 01, 2014, 02:16:25 PM by egofree » Logged
Offline (Male) edsquare
Reply #50 Posted on: June 01, 2014, 02:56:19 PM

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I was talking about interesting game engines. For example Microsoft has dropped support of XNA, but a new open-source project has been made : Monogame. (c.f http://en.wikipedia.org/wiki/MonoGame). The repository is here : https://github.com/mono/MonoGame. I didn't test yet, but at first glance it seems very interesting. It is a modern framework based on a well know framework made by MS, it is cross platform (OS, Android, Mac OS X, Linux, Windows, and PS4 soon !) and for the programming language, you can use the .Net languages. As i understand, what is missing is an IDE similar to GM Studio.

Edit:
For the IDE, you have the following choices:
MonoGame for VisualStudio
MonoGame for MonoDevelop Windows
MonoGame for MonoDevelop Linux
MonoGame for MonoDevelop Mac

Actually what is missing (Much more important than a friendly IDE) is a full content pipeline that works on other OS than Windows and without the need to install VisulStudio and XNA on windows!

The addin they have for linux needs the newer monodevelop, which you have  to compile in several steps since you cant compile it in the version most distros provide; you need to compile two or three versions in order to get it working, and learn how to have two or more mono versions working in your system without breacking it!

Also if you want to use monotouch or compile for ios your closed source game you need to buy the licence!
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Offline (Male) Rusky
Reply #51 Posted on: June 01, 2014, 05:08:30 PM

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Darkstar2's suggestion of a menu/interactive manual/whatever is essentially Construct's system. It seems to work pretty well for them- it's very discoverable (like he suggested), it's easier to use than D&D, and it's just as powerful as textual programming.

On visual metaphors: They are not necessarily limitations, and in fact can be much more powerful than textual programming, for two reasons:

1) Your brain has a massive chunk of itself dedicated to visual processing and pattern recognition. Static text limits that to OCR, while interactive visual representations of programs and logic can display information in different and often more helpful ways. Do you prefer tables of numbers or graphs when trying to understand a dataset? Visual programming can un-hide things like variable contents, data flow, possible control flow paths, and patterns over time, which are completely invisible in static textual programming.

2) You have a massively powerful CPU not only to run your game, but which you are using to program it. It is, like your visual cortex, vastly underutilized by your text editor. You can spare a few CPU cycles to compute things about your code so you can display the patterns I talked about in point 1. How many times have you had to sit and think through something about your code that a computer could've just automatically displayed for you? (Or, how many times have you shotgunned and tried random things because you didn't understand why your code didn't work).

On competing with Unity, et al: why put arbitrary limits on what you can achieve? If you have concrete ideas about how you can improve on those tools, why not try them out? You don't have to put in all the effort they did, on all the same things, if you're improving the interface, for example. What's to say you can't grow into a bigger project or turn into a company?
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