Made it really hard to talk to people. Back when I was using it, it was rather limited and all there was was the manual written by Mark Overmars, which was not terribly good. It was tough to really even talk about how to do things.
I bought this for one of the boys last summer and he loves it. Well maybe not exactly this version you show here but whatever was out about 6 months or so ago. It was impressive that in a few weeks he had a game up n running complete with a shop to buy upgrades and multiple levels including boss battles. And all starting from nothing… zero game dev experience before that. So I think it has to be very good these days.
It’s highly specialized and very good at what it does, make tile-engine and sprite-based video games without loads of visual effects that run on low-end hardware. I’m particularly interested in its implementation of networking, I always wanted to make a networked game with it but, I sucked so bad back then.
I’m somewhat surprised with their choice to only allow building executables with paid licenses. They are practically one of the last indie friendly engines with this approach. Fortunately my Humble Bundle purchase a few months back qualifies me for the reduced upgrade.
Oh wow yeah version 2. I read about that coming but that is not the one I bought. So heck this should be extremely good. I guess the one I gave as a gift was one of the latest updates on version 1.
I’ll need to have him take a good look at it and see if he thinks it would be worth upgrading.
I used to play with Game Maker, but in 2017 they’re going to need to do a whole lot more than just playing catch-up to Unity in order to get my attention.
As far as I’m concerned Unity is the bar that an indie game engines needs to pass in order to be worth looking into.
It’s like when Microsoft started making smart phones 10 years after Google and Apple. 10 years late and they expected to sweep the market and win over people from the competition despite not offering anything new.
Well, what does Game Maker do that Unity doesn’t?
Cause I can name a WHOLE lot of things Unity has over Game Maker.
Ahh -Game Maker (used to be Game Maker Pro back then). I remember when I played around with it back when I was 12 years old. I could create top down zombie shooter and platformers but that was about it.
But I must say it’s tools weren’t bad: you could approach technical challenges differently (just like in Unity). E.g. character movement.
The only hard limitation it had was a 3D support. While it did have it, it was very hard to create something good in 3D.
Game Maker is more specialized in 2D games than 3D.
That’s when I found Unity, although it would be few years later when I actually picked it up.
Have you used GameMaker? Because I used YouTube a lot and there were (and still are tons of tutorials)
Hotline Miami, Undertale and Hyper Light Drifter had no problems using Game Maker before 2.0 dropped.
It’s always a matter of what software you are at ease with.
Game Maker 2 is more expensive than Unity Personnal Edition for mobile, and you can’t mix 3D and 2D for maps or characters.GM advantage is the all in one 2D only interface and tools that will fit better to people that can’t handle Unity interface.
I don’t understand your point of jumping on Unity forums to show concurrent products ?
I wish you’ll work your skills and succeed making good games instead of showcasing software
A person can use whatever they want to get the job done. I don’t think everyone using GMS are unable to handle Unity. That implies a knowledge or skill level difference and from what I’ve seen Unity gets more first-time game devs than probably any other game engine. It could be an artistic level difference I suppose.
I’d say it’s probably just being able to more naturally connect with the GMS workflows and all of the integrated tools would play a big part in that. In Unity as far as I know there still isn’t a built-in tile map editor and engine. Of course, a person can build their own or use Tiled and write their own tileengine or get something from the store or simply not use tile maps at all. Basically GMS seems focused on rapid 2D game creation. But it just is a matter of personal preference.
Again people can use whatever they want. They can make anything as easy or as advanced as they want. Stardew Valley was created in C# and XNA. I am sure he could have used GMS or Unity to do it but he must have liked something better about the route he chose. Possibly preferring a more straightforward programming paradigm although for all we know he used composition and everything works similar to Unity in his dev environment.
Yes, you can. It just doesn’t hold your hand like Unity. Once you start working with 3D in code you need to start using code to bring 2D into the mix. Remember Unity’s 2D is simply an orthographic camera instead of a perspective camera. Same thing for Game Maker. You set up a perspective camera when you need to render 3D and you set up an orthographic camera when you want to draw 2D.
It actually looks very straightforward though. The code reminds me of working with Direct3D in C++ a decade or more ago. Although much more simplified here. He made a simple 3D scene very quickly overall.
I think for 3D it’d make more sense to use Unity because it would most likely be even faster to create. At least initially. The GMS 2 approach could catch up and pass as the scope increases. Hard to say because he never showed importing, setting up & displaying (animated) models. Still think most people choosing GMS would be doing so for the very efficient 2D workflows.