Game Maker: Difference between revisions

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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.