![]() ![]() In addition, GML is a proprietary scripting language exclusive to the GameMaker lineup. IMO GameMakerStudio remains best suited for 2D games with either 3D effects and/or fancy physics while sporting an appreciatively condensed workspace and workflow. It's just an opinion, but I would not really consider it a competitor of 3D game-engines. It's not incapable, but it struggles a bit and most examples of 3D in GameMaker can feel rudimentary. GameMakerStudio is a bit lacking for modern 3D, if that is your intended focus. Tier 1 AGK uses AGKBasic, which is based on DarkBasic and is high-level like GML, but Tier 2 AGK enables C++ (which can be very-very valuable since importing libraries saves you from re-inventing the wheel for many things). In some ways it is, I guess, but it's left open enough to surpass GMS in the long-run if you are willing to put in the effort and labor. I really like AGK for focusing on a multi-platform design focus and programmability, but realize it easily comes across as less developed than GameMaker. AGK would actually be more in the same category as GameMaker and Clickteam Fusion while Godot looks to chase after Unity and Unreal in terms of design-philosophy and workflow. I also recommend checking out Godot (especially once v3 comes to Steam) or even AppGameKit - but the value to either of those can be subjectively defined and may appeal less than Unreal/Unity (Godot is free and AGK goes on discounts frequently). I've heard quite a bit of praise for it, but haven't personally experimented with it much yet (been wanting to - just. ![]() Unreal has something called the Blueprint system which is suposedly one of the more intuitive design tools available for game designers these days. A lot of people get scared by both because of either their licensing or that they involve (some) programming - but both remain the most capable and flexible without going into more rudimentary engines that require far more labor to develop with (also most people looking to simply get-started aren't going to be exceeding the limits of the free-license for either engine). I don't have much experience with Unreal, but I'd recommend either Unity or Unreal to most developers willing to pick up a robust SDK targetting 3D primarily. I have other recommendations as well, but Unity has one of the largest and most accessible collections of tutorials, assets and support which makes it one of the easiest robust-engines for beginners to pick up. Not to mention expose you to more languages - it's good to see how languages differ and better understand their strengths and viability. Expanding your familiarity also helps you appreciate niche engines like RPGMaker or Shoot-em-up-Kit too or Leadwerks, especially since it can help you figure out better ways to get a minimum-viable-product to market (eventually). Plus, a lot of concepts carry over between engines as they do with languages. Becoming familiar with other engines can lead to more interesting perspectives that enables you to approach problems differently and potentially more effectively. I think it's healthy to experiment with multiple engines instead of becoming exclusive to any one in particular - especially if you aren't invested in a project already that has a marketable plan and a release date. I didn't know there was a ray-casting model for RMMV already - thought people were still struggling with Mode7 (guess I've not been following close enough). Bit sensitive on the directional arrow response (hit left-arrow once and turns left twice), but not bad at all considering the platform. You save yourself a lot of work, the most important thing is that the concept and the game plan are good enough for it to be worth doing original graphic work.That looks neat. This is a widely used strategy to avoid having to make each enemy have a different design, no matter how much. Plan your assets very well, do very few assets, so that you can reuse them many times in your videogame, but to do this you must plan the game beforehand, if you want to do something your own, focus on a single protagonist and few secondary characters (about 5 at most) the rest They can be generic npcs with barely any color changes, unless you are willing to put in more work, you can also reuse enemies and change their color.
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