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high rated
They do this promo every so often and I have the tendency to miss it. Not this time though! :P

https://www.yoyogames.com/studio - Download, install, open, and it should give you a choice of 3 licensing options (Free, Standard, Standard Licensing). The UI had a couple of problems for me starting up...just restart it if that happens with you.

Click on the Standard one, add your email and hit Register, paste key from email, and Activate. Done. Any future upgrades to Pro if you need the modules (HTML5/Android/IOS doesn't work in the Standard apparently) comes at 50% off. But you'll easily make that from the sales of your first game. ^_-
Thanks for the heads up! I see the offer explained here
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MaximumBunny: Any future upgrades to Pro if you need the modules (HTML5/Android/IOS doesn't work in the Standard apparently) comes at 50% off. But you'll easily make that from the sales of your first game. ^_-
So... silly question, but since everything I ever read about this (other than they apparently pay people to shill slashdot) talks about HTML5 and Android... What DOES work in the standard version?
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geminidomino: So... silly question, but since everything I ever read about this (other than they apparently pay people to shill slashdot) talks about HTML5 and Android... What DOES work in the standard version?
Making games for Windows, Windows 8 and Mac. Every other platform seems to be a licensed module.
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geminidomino: So... silly question, but since everything I ever read about this (other than they apparently pay people to shill slashdot) talks about HTML5 and Android... What DOES work in the standard version?
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MaximumBunny: Making games for Windows, Windows 8 and Mac. Every other platform seems to be a licensed module.
Huh, so that's what it means by "Export" then. I wonder what kind of code it churns out. I guess since it's free, it can't hurt to have a looksee. Thanks for the heads-up, OP
Solid, thanks!

This is really good as I'm actually getting (semi-seriously) into trying to make some small games. I was dabbling in Actionscript these past few weeks but I hope this will make things easier.
Just thought I would chime in here - Do not go with GameMaker

Here are my reasons -
* There is open source software that can do the job game maker offers better.
* YoYo will nickel and Dime you for "platform exports" (See their Plugins)
* You need to pay for shaders and more advanced coding features (YOYO Compiler)

As for Open source software I would recommend or [url=https://github.com/GarageGames/Torque2D]Torque 2D

This is just my opinion.

- HeadClot
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HeadClot: As for Open source software I would recommend or [url=https://github.com/GarageGames/Torque2D]Torque 2D
Nice links. Did Squeenix really use Cocos2d-x to make the IOS version of DQM? O_o
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HeadClot: Just thought I would chime in here - Do not go with GameMaker

Here are my reasons -
* There is open source software that can do the job game maker offers better.
* YoYo will nickel and Dime you for "platform exports" (See their Plugins)
* You need to pay for shaders and more advanced coding features (YOYO Compiler)

As for Open source software I would recommend or [url=https://github.com/GarageGames/Torque2D]Torque 2D

This is just my opinion.

- HeadClot
What about someone not well-versed in programming? GameMaker seems like it could make the process easier.
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HeadClot: Just thought I would chime in here - Do not go with GameMaker

Here are my reasons -
* There is open source software that can do the job game maker offers better.
* YoYo will nickel and Dime you for "platform exports" (See their Plugins)
* You need to pay for shaders and more advanced coding features (YOYO Compiler)

As for Open source software I would recommend or [url=https://github.com/GarageGames/Torque2D]Torque 2D

This is just my opinion.

- HeadClot
While you may voice your opinion, sadly, you are wrong on all point.

- Game Maker is a 'click and create' type of 2d game development. I haven't see anything open source on the same level. Cocos-2D and Torque 2D require serious programming. I understand your mistake on Torque 2D though. The sell version was including click and create editor, the open source ISN"T. People are writing editor from the ground up right now.
- Yoyo is NOT nickle and dime for 'platform export'. they are running a business, and that is their business model.
- This is also a business model - just like Unity 3D Free / Unity 3D Pro. This is not good enough of a reason.


What I can chip in is that I use Game Maker for fun extensively starting version 4.0 (when Mark Overmars were still active) all the way to version 8.0 ( or was it 6.0?). Its a great app. It did what it said it can do.

However, I moved away from game programming as a hobby, and since the game dev market seems to have changed to mobile, yoyo games try to capitalize this market by coming up with Game Maker Studio, and hence, the ability to export to other OS. This require development and they have the right to charge for it to pay developer salary.


The way I see it, it just that they want to try the Unity 3D business model, try giving it for free sometimes (instead of perpetual free like Unity 3D basic). So that you can develop your game on PC, and only buy the export portion if you are serious about exporting your game to mobile. Even for Unity 3D, you still need to buy Android and iOS export all the way to version 3.0. Its on version 4.0 that Basic Androind and Basic IOS is free.

My opinion on all this is:

- I have use the old game maker, and it worth the money. but this is the yesteryear where indies still make casual game for PC.
- I haven't use the studio version, but for free, if you plan to make games for supported platfrom, then give it a try.

Last but not least, if you are serious however, Unity 3D recently beef up their 2D game capabilities. And since the android and ios basic export is free, it won't cost you a lot of money. Bear in mind, Unity3D is NOT a click and create game development platform.

If there is something on the same level of game maker, afaik, that would be clickteam ClickFusion. But I used to try the demo long time ago (the Multimedia Fusion 2 and Game Factory version) and I prefer game maker more, hence I bought it.

My 2 cent.
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fablefox: While you may voice your opinion, sadly, you are wrong on all point.
That's rather arrogant of you. Looking at the API documentation for each of them, I've got to agree with HeadClot. Yeah, Game Maker offers the "click and drool" interface, so if all you're after is making the next Android/iOS shovelware, then go ahead and fork over too-many-hundred bucks for it. If you don't understand (or even worse, can't even see the how the backend coding works, you're just going to run up against the limitations of the system when you try to do anything really innovative.

This require development and they have the right to charge for it to pay developer salary.
And we have the right to consider it an overpriced toy and not worth the money.
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HeadClot: Just thought I would chime in here - Do not go with GameMaker

Here are my reasons -
* There is open source software that can do the job game maker offers better.
* YoYo will nickel and Dime you for "platform exports" (See their Plugins)
* You need to pay for shaders and more advanced coding features (YOYO Compiler)

As for Open source software I would recommend or [url=https://github.com/GarageGames/Torque2D]Torque 2D

This is just my opinion.

- HeadClot
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tfishell: What about someone not well-versed in programming? GameMaker seems like it could make the process easier.
I would say that GameMaker is a very good entry level piece of software. You can start out with P'n'C interface, and as you learn and progress you will gradually move over to the command line. In my experience, no other game creator software can meet you on the lowest level like this. Granted, this has its drawbacks also, if you progress more and more you will find it limiting, but until then it is recommended.
Post edited February 26, 2014 by amok
I helped Mark Overmars test this thing out back when it was Game Maker 1 (the 1 was only implied). And it was a great tool for getting some quick stuff done.

Are you going to make the next big Apple product? Maybe, but not likely.

Are you going to make an awesome side-scrolling shooter to demonstrate calcification on a heart valve implant and get extra credit on your report? Why yes sir. Yes sir I di... you will.

Gamemaker is good fun, especially for people wanting to make something simple.

It is sluggish and horribly optimized. It's not meant to process the world's greatest AI or handle a significant amount of communications traffic. But it gets the job done.

Thanks for the link!
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tfishell: What about someone not well-versed in programming? GameMaker seems like it could make the process easier.
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amok: I would say that GameMaker is a very good entry level piece of software. You can start out with P'n'C interface, and as you learn and progress you will gradually move over to the command line. In my experience, no other game creator software can meet you on the lowest level like this. Granted, this has its drawbacks also, if you progress more and more you will find it limiting, but until then it is recommended.
Sounds good! I'll probably end up ponying up the 35. I've learned a lot from Actionscript, but it's certainly time-consuming and I really don't think I'll ever "fully" graspe the programmer mindset.

I'm curious: I know the engine is 2D based, but can one create more than just platformers? I know Hotline Miami was created on Gamemaker; I was wondering if one could create something isometric in art style.
Post edited February 26, 2014 by tfishell
Thanks for that, MaximumBunny, +rep.

Interesting discussion too. How does Pygame fit into this? I've pondered starting to learn Python (got some ancient BASIC understanding, but not much more) and am wondering, how difficult would it be getting into developing a game using Pygame?