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880069 Posts in 33019 Topics- by 24385 Members - Latest Member: jhewitt

May 25, 2013, 04:50:12 PM
TIGSource ForumsDeveloperCreativeGame Engine w/o programming
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awel
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« on: May 24, 2013, 09:46:20 PM »

Hi everyone!

- i just want to ask for an advice on a good game engine that i should use to make games without programming.

-- and also, can i make an action-adventure game like zelda with these engines without programming?
-- capable of having a changing of weapons and armors like. inventory and loots :D

i want to make a game but im not skilled in programming.
thanks so much.
« Last Edit: Today at 02:21:00 AM by awel » Logged
John Sandoval
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« Reply #1 on: May 24, 2013, 09:51:51 PM »

game maker's drag and drop system is as close as it gets, but tbh learning how to program is going to be a lot easier in the long run than having to deal with that clusterfuck of a system
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caiys
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« Reply #2 on: Today at 12:01:58 AM »

Construct and GameSalad have drag and drop, never tried them but I guess you could make a zelda-like with them... though I think you're better off doing what Sando says, try coding it in GameMaker, since it will give you much more control and GML is the easiest programming language you'll find.
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awel
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« Reply #3 on: Today at 02:14:57 AM »

ill take a look at GameSalad. I read about Construct and it was my first choice.

about what Sando said, im not good at programming. i think it was C+ that i used when i was taking basic game development class in flash and it was how to make ur character move, get coins, gravity, some key interactions and life guage.

maybe ill check it out too.

GML means Game Maker Library?

thanks :D
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Jubjub
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« Reply #4 on: Today at 03:18:25 AM »

Language, Game Maker Language
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Whiteclaws
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« Reply #5 on: Today at 05:44:59 AM »

Try some Construct 2
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« Reply #6 on: Today at 06:44:20 AM »

game maker's drag and drop system is as close as it gets, but tbh learning how to program is going to be a lot easier in the long run than having to deal with that clusterfuck of a system

A million times this.

I'm working with GM8 right now to get the feel for developing games, but I'm also taking time to learn Java and C++, because while GM is a great tool to get your feet wet, there are so many times I'm beating my head up against a brick wall of "Why did they implement this in this particular way?" that I know I wouldn't have to be worrying about if I could truly build my own engine from scratch.
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« Reply #7 on: Today at 01:38:28 PM »

Another million times that from here! Even a small amount of scripting skills will get you a long way along. The other actually viable solution is just to find a programmer soulmate.
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C.A. Sinner
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« Reply #8 on: Today at 02:22:15 PM »

game maker's drag and drop system is as close as it gets
what.

GM's drag and drop is awful compared to sth like construct.
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John Sandoval
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« Reply #9 on: Today at 02:32:58 PM »

at any rate, all of these 'easy' code-free alternatives are like trying to touch a beautiful woman through a full body hazmat suit

they can get p. frustrating really quickly
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C.A. Sinner
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« Reply #10 on: Today at 02:38:39 PM »

not as frustrating as trying to write my own engine in c++ when i

1. am a bad/lazy programmer
2. have 0 interest in programming qua programming

also GM's main advantage over construct et al is that it has GML if u prefer typing out lines of code rather than using a graphical interface (imo).
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John Sandoval
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« Reply #11 on: Today at 02:46:39 PM »

you don't necessarily have to write your own engine from the ground up, and i'm not even advocating that at all. my point is that using these graphical interfaces (and not the built-in language) is a really big hassle in the long run. at least with GML code you can compress code blocks when you're not looking at them, use the search function to find things you've written (very important), and use the replace function to edit large swaths of it. with drag/drop, you have to click through a bunch of menus and submenus to do anything, and projects become very hard to maintain once they reach a certain size.
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C.A. Sinner
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« Reply #12 on: Today at 02:53:48 PM »

oops, i misread your post. yeah that's true.

btw i think there's still untapped potential in graphical programming for games.
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