M
Misty
Guest
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.
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.So what you like is the engine. Not the language.
The draw_sprite, etc functions are not part of GML. They are part of the engine.
I like(d?) GM because of the engine. The object system and event system is decent, and drawing stuff ois easy. Yet, it exposes enough low level access to do what you need.
But god is GML a poor language. Without classes, structures, and only rudimentary data structures, I find myself spending more time implementing what I need, than just building my own renderer (which I resolved to do, and enjoy all of c++ and the libraries that come with).
The extra effort needed to deal with all of GMLs shortcoming every time is far greater than the extra effort needed to implement a renderer. Even with batching, etc.
Tl;Dr
I kept coming back to GM for the engine. But now that I can make one that suites my needs a lot better, I only come back to GM for making videos, but as I don't really use it any longer, I don't really have anything to make videos about.
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.GM2 IDE is made for a screen much larger than most of us have. The image editor is definitely a downgrade from the version 1 one, but I use Paint.net for most everything image related anyways.
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.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.
YYG - targettng "rich people" with their $39 Creator Licences since 2017!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.
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.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.
The ephemeral dreamMaybe next time I'll have a full plan to using game maker to its fullest!
To me, it's because of the knowledge of working with the same engine as my favourite indie games like Nidhog, Katana Zero, freaking Undertale (my fav game ever!) but it's mostly because I don't want to be a coder I just wanna make games and spew them out and see what the public likes. Which idea that I have can make other people happy, and then I put it in the game. Plus most game maker games I've seen are either gorgeous and visually beautiful or have an interesting story. I love games that have artistic value and Gamemaker along with RPG maker can make a creator just create without a second thought. All you have to do is learn key commands and chains and it's smooth sailing especially if you know how to manage your own time.What is it that attracts the userbase so much. From my understanding and my opinion, its a powerful engine for creating 2D games. With great tools integrated.
What specifically keeps people coming back to GameMaker?
From my understanding, people like the way it abstracts you to focus on coding your game.
I've always wondered, is GML something people love about GameMaker? I am assuming there is reason why GameMaker was created with its own custom scripting language.
Is it because people love being able to use 'with' statements or referencing object instances by the object name?
Is there any benefits to using a programming language with a integer ID based system?
Is there any benefit to referencing arguments using 'argument0', 'argument1', etc compared to other ways of dealing with arguments?
Is there any benefit to only being able to globally reference scripts?
For me it's mostly stockholme syndrome and i'm too lazy to really learn a new engine well enoughWhat is it that attracts the userbase so much. From my understanding and my opinion, its a powerful engine for creating 2D games. With great tools integrated.
What specifically keeps people coming back to GameMaker?
From my understanding, people like the way it abstracts you to focus on coding your game.
I've always wondered, is GML something people love about GameMaker? I am assuming there is reason why GameMaker was created with its own custom scripting language.
Is it because people love being able to use 'with' statements or referencing object instances by the object name?
Is there any benefits to using a programming language with a integer ID based system?
Is there any benefit to referencing arguments using 'argument0', 'argument1', etc compared to other ways of dealing with arguments?
Is there any benefit to only being able to globally reference scripts?