Why Do People Love GameMaker So Much?

Discussion in 'Community Chat' started by OliverSB, Apr 16, 2018.

  1. Misty

    Misty Member

    Jun 22, 2016
    I love Game Maker because it does exactly what you code. There is no middle man between the code and you. If the code doesn't work only you are to blame. Only you are the limit to how good your games can be.
    Kezarus and RichHopefulComposer like this.
  2. bunny

    bunny Member

    Jun 10, 2019
    I guess my take on this might not be taken as serious since I'm entirely new to the medium but I'll throw it in anyways.

    I think the accessibility of it is huge. It's beginner friendly in that it doesn't require programming experience to make something. At the same time, GML gives more experienced developers the tools needed to take things even farther. It has a sizable community that beginners and more experienced individuals can turn to when they hit a wall. It's extremely affordable. When you look at professional grade tools of the trade in other industries, they either have large price tags or monthly subscription fees (DAWs for music production, Adobe software for visual arts). That trifecta is a really good one to get people to come and keep people around.
  3. Rattlejaw

    Rattlejaw Member

    Jun 24, 2017
    Perhaps you're in the minority though. You sound like you're very knowledgeable on things like C++ and more complex coding languages. I think it's a safe bet the most who use GM aren't. They, as well as myself, view it as a powerful tool that can help their game ideas come to fruition, without having to be coding experts. I mean, I understand that you like the GM engine, but you sound like someone who could actually code their own engine.
  4. dadio

    dadio Potato Overlord Forum Staff Moderator

    Apr 15, 2016
    It's the easiest thing *for non-programmers* to pick up and make good use of to bring their ideas to life.
    I feel that about sums it up for most.
    There are a few game creation apps that are even easier - but they are far more restrictive/ much less flexible/ powerful.

    It's easy to sit back and criticise... lets say gaps and oddities in GML as an experienced coder familiar with other languages...
    but in doing so you're really missing the point.

    The original vision for GM (Overmars era) was to make game creation possible for non-coders and to introduce them to basic coding concepts.
    Early YoYo era broadened that vision a lot and gave a lot of creative / non-coder types the chance to become indie superstars.
    Supporting them directly, promoting them at events, adding more exports and powerful features etc.
    (Imo, this was GMs "Golden Era".)
    Now, I feel, with the march of time (into the current PlayTech era) that original vision has been somewhat diluted (GMS2 in particular seems more targeted at coders, educational settings and professionals - and in doing so has actually taken a few steps back in terms of intuitivity/ creative type appeal)...
    *but* it's *still* to this day the easiest, most flexible and fastest way to go from "idea" to "playable game".

    It's a fantastic tool for rapid prototyping.
    That's maybe it's greatest strength.
    And the ability to (easily) export to just about every relevant platform is really nice.

    Just my 2 cents.
  5. Misty

    Misty Member

    Jun 22, 2016
    I have a relatively large monitor but even I don't have a big enough screen. I think you need 3 monitors or IMAX to use Gm studio 2 as it was intended. The amount of the population with screens that big is very few. I think Playtech's business model was to focus on getting rich people to buy Game Maker. But I think they'd make more money if more poor people bought GM. However, there is an important problem. If a large volume of people buy Game Maker, that means more competition for indie devs and more spam and low quality games. Thus there is a crisis, I call it the game maker paradox.
    dadio likes this.
  6. rIKmAN

    rIKmAN Member

    Sep 6, 2016
    I agree with @dadio's point about rapid prototyping being a huge strength for GMS, and with the GML improvements coming in Q4 hopefully it will become a lot easier to develop and maintain larger projects using it too.

    I also think the pricing is one of it's strengths, and although I might be in the minority here I think a licence that starts at just $39 is exceptional value for what the software offers, and that scales upwards to the various platforms as you get more experienced and serious about making money from your games to recoup the cost. Also no royalties.

    It's not about the size of your screen it's about the resolution and screen real estate, it's no good having a 32" screen if it's max resolution is 1280x1024.

    To your point - the IDE does feel much nicer on a 4K screen there's no doubt about that, but I feel like that's the same with any application really. I actually size my GMS2 window to around the size of a 1440p screen and have no issues when using it with other stuff open around it on a 4K screen.

    I just wish it would remember it's size and position like other apps instead of opening full screen and having to resize and reposition it every time I open it, but I filed that and it's going being added at some point.

    I didn't personally have many issues when using it on a 1080p screen either but I didn't use 1.4 for long and so don't miss anything about it, but I understand other users got so used to it that GMS2 feels wrong to them.

    I'd guess most of the people struggling with the IDE are using laptops where a common resolution is 1366x768, so I could see that being a problem - but I think that'd be a struggle for anything other than basic web browsing and general use too.

    Have you tried GMEdit to see if that might feel a bit better for you?
    YYG - targettng "rich people" with their $39 Creator Licences since 2017! :D
    Last edited: Jun 13, 2019 at 1:19 AM
    Nocturne likes this.
  7. Kirbyrocket

    Kirbyrocket Member

    Jun 11, 2019
    Honestly, there wasn't really anything that got me into it except the fact that I found out almost all my favorite games were made in GameMaker and all my least favorite games were made in alternative engines. At that point, I just assumed as a child that GameMaker was just the objectively superior option.
  8. nacho_chicken

    nacho_chicken Member

    Jun 21, 2016
    To be completely honest, up until a certain point, GameMaker was objectively the superior option in nearly all respects. That's why I picked up GM in the first place. The other engines were - by design - very restrictive in the types of games you could realistically make.
  9. Nocturne

    Nocturne Friendly Tyrant Forum Staff Admin

    Apr 13, 2016
    This is a topic about what you LOVE about GameMaker, and yet certain people seem determined to steer it in a more negative direction... we have enough of that elsewhere on the forums, so I'd appreciate it if we could keep just this one topic positive and uplifting, and so I've tidied the topic (again, that's twice now). Please, lets make this a positive discourse about what GameMaker has given you, and in turn you'll all give me a happy place to come to when everywhere else is going to hell. :)

    PS: And on topic... I love GameMaker because it got me back into programming without the need for text books or going back to school, and in doing so opened doors for me that I never even knew existed. I remembered making games with BASIC on the Spectrum when I was a kid, and plugged "Making Games" into Google over 10 years ago and up popped "GameMaker". So I got it and was blown away by just how simple it was to get really small and fun stuff happening. In the space of a couple of years I'd made 3/4 games and then joined the GMC, where I met some amazing people (Xot, FredFredrickson, Sinaz, Icuurd, GearGod... ah, nostalgia!) and where I was eventually made a moderator and where YYG saw how active and enthusiastic I was and offered me a job. Then here I am today, still here on the forums (admin now), still working with YYG and still loving every second of using GameMaker.
    Andy, dadio, Kirbyrocket and 2 others like this.

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