Game Maker: Difference between revisions

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Such programming toolboxes usually come with some form of tutorial or instruction file, containing a general overview of the toolkit itself, along with some more in-depth (but very casual and easily-followed) instructions that are intended to walk a beginner through creating a very simple "starter" game. A complete, playable version of the tutorial/starter game is most often included with the toolkit, so that the truly-confused first-time user can examine the "finished version" to see how it was put together, and what it's supposed to look like when it's finished.
 
While it ''is'' possible to construct a commercial-quality game using these toolkits, it's often extremely difficult to do so -- toso—to save space and time, the art and sounds provided are usually a very small, basic collection, aimed at speeding development rather than enhancing the program.
 
Contrast with [[Game Engine]]. The main distinction between a [[Game Engine]] and a Game Maker is that Game Makers are very focused on a specific genre or style of game. RPG Maker will [http://www.hbgames.org/forums/index.php?topic=45267.0 rarely] make anything other than [[Role Playing Game|Role Playing Games]]s, whereas a real [[Game Engine]] can make a wide variety of styles of game. Game Makers are a step up from level editing, but not enough to be full-fledged [[Game Engine|game engines]].
 
When looking at the games made with these, be warned: [[Sturgeon's Law]] is in full force.
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** An object-oriented program and its two successors, developed by Clickteam. The bulk of the "programming" is done in the Event Screen for each level, which puts individual conditions into rows, and applies them to gameplay aspects and objects which have columns. One of TGF's most prominent additions was actual screen scrolling, which KnP didn't include. MMF's functionality could be enhanced with various downloadable plug-ins.
* [[RPG Maker]]
** [[RPG Maker]] is, obviously, for [[Role Playing Game|Role Playing Games]]s. The latest model is RPGMaker VX Ace. For the Japanese, a demo with caps on how many items of each type you can use is available, and it is assumed that they can be changed into fully-featured "registered versions" after the actual release. The English version has full functionality for 30 days before it expires and you'd have to buy it. The previous versions, RPGMaker VX and RPGMaker XP, were released similarly. Prior versions, including RPGMaker 95 (97?), RPGMaker 2000 and RPGMaker 2003 (aka 2k3), were never translated into English, so any English-language versions you find across the Internet are (a) buggy and (b) illegal.
*** [[Yume Nikki|There]] [[Alter AILA|are]] [[Vacant Sky|plenty]] [[Ara Fell|of]] [[Quintessence|high-]] [[Last Scenario|qual]][[Exit Fate|ity]] [[The Reconstruction|gam]][[I Miss the Sunrise|es]] [[Master of the Wind|ma]][[The Way|de]] [[A Home Far Away|in]] [[RPG Maker]], a few of them arguably better than some "actual" RPGs. It is also possible to make non-RPGs in the maker (there have been platformers and ''[[Civilization]]''-style games made), but it is difficult and not usually worth the effort.
*** One important thing to note with RPG Maker, at least with earlier versions, is that level-ups and stat growth have much less effect in RPG Maker than in many real RPGs. It would be extremely difficult and require a great deal of trickery to make a game with the very dramatic power escalation of a ''[[Final Fantasy]]'' title, for instance.
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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|platformersplatformer]]s such as ''[[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|Fighting Games]]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]].
* ''[[wikipedia:SEUCK|Shoot-Em-Up Construction Kit]]'', or ''SEUCK'' for short, was the starting point for quite a few Amiga, Commodore 64 and Atari ST public domain games.
* ''[http://www.renpy.org/wiki/renpy/Home_Page Ren'Py]''
** A Python-based engine designed with [[Visual Novel|Visual Novels]]s in mind. It doesn't come with many resources; you have to provide your own art and music. However, the engine is very flexible, and its functions can be expanded if one is handy with Python. There are just over 300 games already made for the engine.
* ''[[Zelda Classic]]''
** While it started life as simply a faithful reverse-engineered version of the original ''[[The Legend of Zelda (video game)|Legend of Zelda]]'', it quickly grew into an engine for creating one's own Zelda-style games based on the ''Zelda 1'' engine. The current development versions add scripting to the mix of features.
* ''Open Zelda''. This one is based on the ''[[The Legend of Zelda: A Link to the Past|A Link To The Past]]'' engine and used scripting from the start.
* [http://www.graalonline.com/ Graal Online]
** Started as an online ''Zelda 3'' clone; now it's hosting servers for anyone who can make about $100 a year. Hypothetically free if you bring in enough subscribers -- sadlysubscribers—sadly, last check they frown on their developers letting people play for free...
* ''[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...
** ''[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.]
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** For those who want something even easier, there's the [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 product that is sort of a Game Engine for Game Makers. 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 Ups]] or [[Platform Game|Platform Games]]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]].
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** And then there was ''[[Maze Craze]],'' which essentially just allowed you to create new boards and sprites for ''[[Pac-Man]].''
* 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]] Danmakufu'', a tool for making ''[[Touhou]]''-like [[Shoot'Em Up|Shoot 'Em Ups]].
* [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.
* [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 [http://nifflas.ni2.se/index.php?page=Knytt+Stories here].
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