Game Maker: Difference between revisions

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{{trope}}
Due to the massive complexity of the majority of major programming languages, and the difficulty of actually ''learning'' them in the first place, a small-but-dedicated subgenre of software has arisen: the "game'''Game maker"Maker'''.
 
Simply put, a '"game maker" is a software "toolkit" that usually contains a pre-designed framework for a particular type of game. Often, these toolkits will include art assets, a fairly simple (though robust and versatile) scripting system, and a pre-built "library" of sound effects, visual effects, sprites, and other game-design material.
 
The intent of the "game-builder's toolkit" concept is to permit even the most inexperienced and computer-unfamiliar person to design, test, and publish a basic game in a matter of minutes (as opposed to days, months, or years).
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When looking at the games made with these, be warned: [[Sturgeon's Law]] is in full force.
 
[[I Thought It Meant|Not to be confused with]] [https://web.archive.org/web/20070913173811/http://www.yoyogames.com/make Mark Overmars' Game Maker] which is sufficiently complex to be considered a full-fledged 2D [[Game Engine]], or for that matter [http://www.gb64.com/game.php?id=3072 Garry Kitchen's GameMaker], a [[Commodore 64]] application released in 1985.
 
{{examples}}
* Klik & Play / The Games Factory / Multimedia Fusion
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** The OHRRPGCE is a freeware, open-source editor that was originally a DOS application, but has now been ported to FreeBASIC for support with new Operating Systems. It boasts flexibility and a powerful scripting engine, though has strict limitations that still exist from the DOS versions. The games made use a ''[[Final Fantasy IV]]''-style battle engine, with potential for complex attacks. Graphics must be drawn by the user, but has allowed creativity as a result. The engine is suited for any style of game, having a library of both high quality titles and quick fun distractions.
* [http://www.sawbladesoftware.com/ Power Game Factory]
** The premier game creation program for Mac OS X, Power Game Factory is best suited for [[platformer]]s such as ''[[Super Mario Bros. (video game)|Super Mario Bros.]].'' or ''[[Contra]]''. Sprites, sounds, enemy behavior and more can be customized, and parallax scrolling is supported for backgrounds. The latest version, 1.1, allows two sizes for background tiles: 64×64 and 32×32 pixels. It also includes ''two'' complete games: ''Greenland Invasion'' and ''Zombie Holiday''.
* [[MUGEN]]
** The most robust engine for 2D [[Fighting Game]]s out there, MUGEN sports a huge variety of features that enable makers to do damn near anything with it. There are a few full games out there, mostly fan games like ''Brutal Paws of Fury Remix'' and ''[[Mortal Kombat]]: Integral'', but far more common are stand-alone characters that can simply be plugged into the engine and used against each other in an [[Ultimate Showdown of Ultimate Destiny|anything-goes slugfest]].
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* ''[http://www.scirra.com/ Construct Classic]'' (formerly known as simply ''Construct'') is a point-and-click system with some very deep systems for performing events and actions. Can get simple games up in as little as five minutes. Somewhat buggy due to its continual development state. Though the official developers are no longer working on it, members of the community are making new updates for it, probably until its successor catches up in terms of functionality. Speaking of which...
** ''[https://web.archive.org/web/20110606081154/http://www.scirra.com/forum/viewforum.php?f=35 Construct 2]'', while effectively in primitive, bare-bones state, basically a complete re-do of the original, but with a much better codebase thanks to the developers learning tons from their experiences with developing the original Construct. A licencing system is planned, though the fact that it won't be free is offset by the fact that its developers will be able to work on it full-time, resulting in faster and better updates. Designed with a modular exporting system which has the potential to allow exporting games to every platform under the sun, the first and current exporter is HTML5, as it is a reasonable multi-platform starting point, effectively making Construct 2 the first native HTML5 game maker. Despite its current development state, the Construct community has [[Serial Escalation|demonstrated its usual habit of defying limitations]] and [http://www.scirra.com/forum/viewtopic.php?f=35&t=8476 made some neat stuff anyway.]{{Dead link}}
* [https://web.archive.org/web/20120531000442/http://www.adrift.org.uk/cgi/new/adrift.cgi ADRIFT]{{Dead link}}, [http://www.tads.org/ TADS], and [http://inform7.com Inform 7] are currently the most popular entry points for [[Interactive Fiction]] designers. ADRIFT is perhaps slightly easier for the novice, as its environment simply slots all game elements into various nested menus without scripting, but older versions hits their limits fairly quickly when the designer tries something out of the ordinary (a problem that Adrift 5 is supposed to address). Inform 7 is really more of a language than a game maker, but it's one of the friendliest languages out there (natural language statements! Playable rooms within a minute!) and it scales very nicely with the programmer's experience. TADS is the most complex of the three, allowing for full object-oriented programming of game logic. All three handle very sophisticated levels of grammar parsing of commands.
** For those who want something even easier, there's the [https://web.archive.org/web/20131031094112/http://www.ragsgame.com/Downloads.aspx RAGS suite], which is basically point and click!
** This is not a new idea either. There were at least two products released for the [[TRS-80]] Color Computer which allowed a user to specify vocabulary, rooms, items, and characters and then generated a BASIC program that implemented the game.
* [http://www.stencyl.com/ Stencyl] is a finished after years of waiting productaproduct that is sort of a Game Engine for Game Makers, finally finished after years of waiting{{when}}. It has some of the functionality of a Game Engine, but rather than making a game, you use it to make a "Kit". Kits define the basic behavior of the style of game, like [[Shoot 'Em UpsUp]]s or [[Platform Game]]s. Then, it becomes a Game Maker for that particular style of game.
* [[Older Than the NES]]: Quicksilva released a program called ''Games Designer'' for the ZX Spectrum in 1983. It was fairly rudimentary, and rubbish, and it could only make four different types of shoot-em-ups, meaning that it may well have inspired ''SEUCK'', but it was a designer and it did the job.
** Bill Budge's ''Pinball Construction Set'' came out for the Apple II in 1982, making it the probable [[Ur Example]].
* ''The Quill'', and its later upgrade ''PAWS'', were Text Adventure (British for [[Interactive Fiction]]) creators of similar vintage.
* Another of the earliest was ''Adventure Construction Set'', released by Electronic Arts for Commodore64 and [[Apple II]] in 1985.
* [https://web.archive.org/web/20131211111357/http://www.sudslore.org/ SUDS]
** SUDS [Single User Dungeon System] is a text adventure maker for Windows.
* [https://web.archive.org/web/20100219215313/http://www.bladeengine.com/ Blade]
** Blade is another [[Visual Novel]] engine.
* There are a veritable ton of ''[[Phoenix Wright]]'' case makers on various fansites around the Internet; some complex, some not-so complex.
* [[World Builder]] was a popular graphic adventure game maker in the black-and-white [[Apple Macintosh|Macintosh]] era, and was best known for the commercial game ''[[Enchanted Scepters]]'' (among amateur authors, Ray Dunakin and Louise Hope are probably the most noted). Its creator went on to found Cyberflix Interactive and develop an [[Full Motion Video|FMV Game]] engine called Dream Factory.
* ''[[StepMania]]'' is a vanilla build of ''[[Dance Dance Revolution]]'', allowing people to make their own rhythm games from it. Hell, it's what ''[[In The Groove]]'' and ''[[Mungyodance]]'' were built off of.
* ''[[Wario Ware]] DIY'' is a Game Maker that offers an easy-but-effective game making engine, though the games are limited to the four- to eight-second duration the series is known for. A [[Game Mod|hack]], however, can be used to create "boss-type" games, which have no time limit.
* ''[[Unlimited Adventures]]'' allows to create [[Gold Box]]-style RPG games.
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* Any Bethesda game based on the Gamebryo [[Game Engine]] ([[The Elder Scrolls]] III and IV, Fallout3) have editing tools released by Bethesda that have full functionality with which they created the game, allowing Total Conversion [[Game Mod|Mods]] to be created. (In addition, [[Fallout: New Vegas]] can be edited with the Fallout3 version of the editor.) [[Nehrim]] is one such example of a mod (in this case, using the Oblivion Engine)
* ''Atmosphir'' is a '''''Game Maker''''' that as of this writing includes platforming, multiplayer coop, multiplayer battle, and racing. Despite all these genres, it is not yet a full-fledged ''[[Game Engine]]''.
* ''[[Touhou]] [https://en.touhouwiki.net/wiki/Touhou_Danmakufu Danmakufu]'', a tool for making ''[[Touhou]]''-like [[Shoot'Em Up|Shoot 'Em Ups]].
* [https://web.archive.org/web/20131031222135/http://www.byond.com/ BYOND] is a 2-D online game engine available for free. It's a hybrid between a full-service '''Game Maker''' and a programming IDE. Gameplay customization is achieved through writing Python-like code, but you can build a graphical map and wander through it with your friends before you write a single line of code.
* [https://web.archive.org/web/20111124132226/http://maglog.jp/sb/ Shooting Game Builder] is a shoot 'em up maker, used mostly for freeware doujin games.
* [[Knytt Stories]] could be considered a tool for making [[Metroidvania]] games. Download it [https://web.archive.org/web/20131202221648/http://nifflas.ni2.se/index.php?page=Knytt+Stories here].
* [[Warcraft|Warcraft III]] has a map desginer that can be considered this, why? it's a RTS map maker that was used to create things as varied as a Freak'n ''racing game'' and [[Defense of the Ancients]]. a MOBA.