|
|
|
|
|
Dacke
|
 |
« Reply #17 on: July 25, 2012, 10:51:32 AM » |
|
The main problem with licensed engines is that you become some company's bitch. In this case, YoYo Games can completely screw you over in the future and force you to pay lots of money for necessary upgrades.
Another problem is a limited access to good libraries. So if you (for example) want to create a cool AI you may be screwed as the good libraries are for C(++/#)/Java/Python etc.
@1982, I would love if everyone learnt more programming and if it became more accessible. I passionately believe that programming should be taught in mid-high-school along with math and science, as an important tool and a way of thinking about problems. But everyone can't become experts at everything; I can do crude illustrations but I rely on artists to create masterpieces. In the same way, there will always¹ be a need for specialist programmers and computer scientists to do the more complex things. Like building the game-making-systems, creating new libraries, coding things that push hardware limits etc. As we move towards a more automated society the need for programmers, both specialists and among the general public, will only go up¹.
1. At least until I build Skynet or create grey goo.
|
|
|
|
« Last Edit: July 25, 2012, 11:38:59 AM by Dacke »
|
Logged
|
vegan • socialist • atheist • humanist • liberal • FOSSer programmer • feminist • animal rights activist • pacifist • teetotaller
|
|
|
|
iEnjoyFreeBacon
|
 |
« Reply #18 on: July 25, 2012, 12:39:39 PM » |
|
As a beginner in developing games I really dislike tools such as GameMaker(I tried using GM 6) for reasons that it doesn't give you a deep understanding of how games really work underneath the hood as opposed to building your own engine. I believe having this knowledge could benefit future projects and increase the quality of your work. From my own of experience I have learned 10x more from building my own engine using SFML than using GM. But for quick iteration of making games and/or for someone who isn't well experienced in programming I think tools like GM are fantastic. I am not sure if the latter applies to you but if it doesn't I think you should make your own engine, its a great learning experience and it is also a lot of fun too!
|
|
|
|
|
Logged
|
You prolly are I doubt?
|
|
|
|
Paul Eres
|
 |
« Reply #19 on: July 25, 2012, 12:58:01 PM » |
|
GM was the best engine to use back in 2005 (in terms of ease of use and capabilities). but it hasn't kept up with the times, technology has moved on and it hasn't kept up, so today the best choice for an engine is either unity or flash with flixel/flashpunk
i use GM but my current game will probably be my last serious/commercial game in it, after this i plan to use it just for smaller fun projects and use something else for my bigger projects
|
|
|
|
|
Logged
|
|
|
|
|
C.A. Sinner
|
 |
« Reply #20 on: July 25, 2012, 01:06:34 PM » |
|
gm or a similar tool is perfect if youre a hobbyist dev. i switched to gm from c++ 4 years ago because i never got anything done.
|
|
|
|
|
Logged
|
|
|
|
|
1982
|
 |
« Reply #21 on: July 25, 2012, 03:22:42 PM » |
|
@1982, I would love if everyone learnt more programming and if it became more accessible. I passionately believe that programming should be taught in mid-high-school along with math and science, as an important tool and a way of thinking about problems. But everyone can't become experts at everything; I can do crude illustrations but I rely on artists to create masterpieces. In the same way, there will always¹ be a need for specialist programmers and computer scientists to do the more complex things. Like building the game-making-systems, creating new libraries, coding things that push hardware limits etc. As we move towards a more automated society the need for programmers, both specialists and among the general public, will only go up¹.
I am not against it, sounds nice. But I would prefer so that some language study is replaced with coding. Coding is language more than math. Logic is required everywhere, you either born with it or not. That's why I never become a coder, I hate learning languages. That's why I write nonsense too. Difference between language and coding is that flawed language can pretty much still deliver the message like analog television with bad transmission, but flawed executable just wont run. We don't need to fear of coders vanishing from the face of the earth. All people have something they thrive for. That bunch include coders as well as artists, together with everything else. Some have thrive for everything, but time and resources are limited. I am still all favor for game development kits, in all honesty, majority of the games are not that groundbreaking that they would need their own engine. Licensing issues aside, I have not studied those and I don't care in a world where everything is owned by someone.
|
|
|
|
|
Logged
|
|
|
|
|
moi
|
 |
« Reply #22 on: July 25, 2012, 03:29:14 PM » |
|
there is no visual IDE that lets you create good 2D games at the moment. -Gamemaker has its infamous problems (notably the screen tearing) but it's the most stable at the moment -unity is not very good at 2D -construct has some problems of stablity that appears later on and you have to plan your game in advance to avoid these, I wouldn't recomend for a beginner (for a large game) -C2 is html5 shit -flixel is flash (not the best performance, and your game can be decompiled/stolen very easily). But it's also one of the best choices after GM
|
|
|
|
|
Logged
|
lelebæcülo
|
|
|
|
1982
|
 |
« Reply #23 on: July 25, 2012, 03:37:11 PM » |
|
|
|
|
|
|
Logged
|
|
|
|
|
Paul Eres
|
 |
« Reply #24 on: July 25, 2012, 03:38:48 PM » |
|
i don't think you could perfectly replicate it in rpgmaker; rpgmaker always felt slow to me. can you even make it run at 60fps, like the TV version, or is it locked to 30fps? from what i remember, all rpgmaker games have to run at 30fps
|
|
|
|
|
Logged
|
|
|
|
|
1982
|
 |
« Reply #25 on: July 25, 2012, 03:40:45 PM » |
|
i don't think you could perfectly replicate it in rpgmaker; rpgmaker always felt slow to me. can you even make it run at 60fps, like the TV version, or is it locked to 30fps? from what i remember, all rpgmaker games have to run at 30fps
http://www.neoseeker.com/forums/22121/t985563-making-rpg-maker-xp-run-on-60-fps/Seems like maybe you can, I have to try it. Edit: Yes it works, but now my timings are all messed up. Have to see if I want to go through the trouble of changing them. This seems nice still yes...
|
|
|
|
|
Logged
|
|
|
|
|
Dacke
|
 |
« Reply #26 on: July 25, 2012, 04:05:14 PM » |
|
Is there any reason to use 60fps for a game like that? Unless you have super-smooth-high-res-stuff going on?
|
|
|
|
|
Logged
|
vegan • socialist • atheist • humanist • liberal • FOSSer programmer • feminist • animal rights activist • pacifist • teetotaller
|
|
|
|
Paul Eres
|
 |
« Reply #27 on: July 25, 2012, 04:28:06 PM » |
|
reaction times. zelda1 requires very quick reaction times when fighting. zelda2 requires even faster reactions (e.g. when fighting against those knights or when jumping chasms while avoiding those medusa-head like monsters)
i'd have to actually play zelda1/zelda2 in 30fps to see if it'd be noticeable of course, but in my experience, action games that require quick reaction times become less responsive at 30fps
a small difference like 1/30th of a second vs 1/60th of a second may not make much of a difference, but think of games like punch out and super punch out, where whether you hit someone or not depends on very tiny split-second timings
|
|
|
|
|
Logged
|
|
|
|
e_va
BANNED
Level 1
|
 |
« Reply #28 on: July 25, 2012, 04:33:55 PM » |
|
theres plenty of action games at 30fps. 60 feels better but 30 is still very responsive
|
|
|
|
|
Logged
|
|
|
|
|
Paul Eres
|
 |
« Reply #29 on: July 25, 2012, 04:37:50 PM » |
|
yeah i think it's still be fully playable. but it wouldn't be "identical" which is what 1982 seemed to be claiming. the nes version would still feel more responsive than a clone made in rpgmaker
|
|
|
|
|
Logged
|
|
|
|
|