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880028 Posts in 33018 Topics- by 24385 Members - Latest Member: jhewitt

May 25, 2013, 03:11:15 PM
TIGSource ForumsDeveloperCreativeDesignStarting indie development: what about programming?
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Author Topic: Starting indie development: what about programming?  (Read 6022 times)
iffi
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« Reply #15 on: August 01, 2011, 06:54:02 PM »

Hey now, what's a FPS? An RPG?

We're Indie, the boy needs to grab GM and go make himself a Cave Story clone, pronto  WTF





... Shrug
You're wrong, it's far more fashionable right now to create a Minecraft clone!

To answer the question: "Learning a full language" is something that can take a lifetime. The best way to learn a language is by using it, so you should learn as you go and perhaps look more deeply into things that interest you. If you want to get into making games quickly, Game Maker should allow you to get started relatively quickly, and if you learn GML it'll be easier to learn another language should you end up doing so.
« Last Edit: August 01, 2011, 07:00:35 PM by iffi » Logged
Caelonn
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« Reply #16 on: August 01, 2011, 07:31:49 PM »

To answer the question: "Learning a full language" is something that can take a lifetime. The best way to learn a language is by using it, so you should learn as you go and perhaps look more deeply into things that interest you. If you want to get into making games quickly, Game Maker should allow you to get started relatively quickly, and if you learn GML it'll be easier to learn another language should you end up doing so.
I'm just not sure to what extent I may want to expand on any of my projects in the future, so I was thinking maybe it'd be better to go with a full-blown language so I don't have to scrap everything and start over. Which I probably will anyway since that's the nature of indie work. My other idea was to make a proof-of-concept in Game Maker, and then write the real thing in Flash or something of that sort.
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Amirai
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« Reply #17 on: August 01, 2011, 08:08:59 PM »

Tho you can use Python(?) in Construct I think. Do most "major" Construct games use it?

No, the events are powerful enough that most times there's no need for python.

My other idea was to make a proof-of-concept

Good idea.
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pixhead
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« Reply #18 on: August 04, 2011, 10:13:01 AM »

Read the intro post, scimmed through the rest, hope I am not repeating anything but here goes:

First off I would say that you do NOT need to go beyond game maker for most projects, game maker is a good program and you can make many good high quality games using it. This is the truth for many engines and game making software. That being said I learned programming for two reasons. First I enjoy programming, Second I knew that I plan on pursuing a career in programming and seeing as how I am in high school I am in no hurry to start games right away.

What you can take from that is this, programming without the help of an engine or game making software takes time. If you just want to jump in and start stay away from c++, java, etc. If you slowly want to build up and eventually make crazy sick games then by all means go ahead. Otherwise stick to game maker, and engines.

As I always say after writing a big speech, I hope that made sense.
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"Games are made by artists, so to not consider them art is an insult to the artists who work on them." - Some guy on IGN.
Caelonn
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« Reply #19 on: August 07, 2011, 04:50:28 PM »

Quote
i'd recommend learning a full language, either GML or flash or anything else. you can't really make a game without one.
I'm not overly interested in programming per se, so I just learn what I need for my games.
Pretty much what I had in mind. The additional appeal of programming as opposed to Game Maker or something though would be any (this is assuming I were to actually finish a project, of course!) additional perks such as online high scores and easy embedding - more reason I was thinking of Flash over Java. But again, I'm liking the idea of making a prototype in Game Maker more and more.

Also I know this is a bit late, but wasn't your previous avatar that photograph of John Romero in high school? Yes, I'm a fan as well. :v
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Paul Eres
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« Reply #20 on: August 07, 2011, 05:55:25 PM »

you keep saying 'game maker as opposed to programming' but game maker is programming, gml is a full turing-complete programming language, that almost anybody who uses gm has to use. if you use game maker you will have to learn to program, although in some ways it's very different from other programming languages (for instance, there are only two data types, as opposed to most languages which have many more)
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Caelonn
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« Reply #21 on: August 08, 2011, 11:04:32 AM »

Yeah, it's a habitual thing because when I think of Game Maker I think of the old drag-and-drop WYSIWYG system from before YoYo Games took over. Don't know much about GML.
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Xeeko
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« Reply #22 on: August 15, 2011, 07:33:10 AM »

Doesn't all of this kinda depends on wether you're doing 2d or 3d games? I find it difficult to crate a full on 3d game without some kind of programming whereas something like mmf can be used for 2d games without knowing a single line of actual code.

But then again, that's just me, and I both suck at math and detest programming...
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C.A. Sinner
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« Reply #23 on: August 15, 2011, 08:24:33 AM »

Yeah, it's a habitual thing because when I think of Game Maker I think of the old drag-and-drop WYSIWYG system from before YoYo Games took over. Don't know much about GML.
Pretty sure GML existed before Yoyo. The drag'n'drop stuff still exists but I've always found it tedious to use and rather limited.

Quote
Also I know this is a bit late, but wasn't your previous avatar that photograph of John Romero in high school? Yes, I'm a fan as well. :v
yup.  Wink
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John Sandoval
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« Reply #24 on: August 15, 2011, 10:19:44 AM »

Drag and Drop is fucking impossible to use in projects more substantial than a Tetris clone.
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Paul Eres
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« Reply #25 on: August 15, 2011, 10:38:31 AM »

seiklus was largely drag and drop i believe, but yeah, it's very hard to do and probably harder than programming would be for complex games, pretty much 95% of prominent GM games use GML exclusively with no drag and drop

also, i believe there are engines which let you make 3d games without "code" programming, with a visual programming interface. tale of tales used to use one, it's how they made endless forest and the path, but i forget that engine's name offhand
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Nix
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« Reply #26 on: August 15, 2011, 11:22:34 AM »

Yeah, it's a habitual thing because when I think of Game Maker I think of the old drag-and-drop WYSIWYG system from before YoYo Games took over. Don't know much about GML.
Pretty sure GML existed before Yoyo. The drag'n'drop stuff still exists but I've always found it tedious to use and rather limited.

Yes it did.
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« Reply #27 on: August 15, 2011, 12:09:34 PM »

GML existed from Game Maker 1.

But yeah, Game Maker is a "real" programming environment. It's easier to start with Game Maker than Python or things like that - as a beginner, it would take you ages just to make a basic Breakout game in Python. You'll be able to start with drag-and-drop, and use the more advanced features as your games get more complex and you come to need arrays and surfaces and stuff.
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« Reply #28 on: August 15, 2011, 01:01:48 PM »

I would actually recommend not using drag and drop at all. Just learn GML right from the get go.

If you absolutely need visual programming, try Construct instead.
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Headless Man
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« Reply #29 on: August 16, 2011, 04:25:14 AM »

Reading this thread was pretty crushing for me, because I know I will never be a programmer (honestly, I even find drag & drop in GM baffling).  And here I was all excited that thanks to all these entry-level game-making tools that are now available, anybody can make an interesting, sophisticated game.  Harshing my buzz, tigsource.

Anybody want to program my game? :/
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