More like Game Maker?

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More like Game Maker?

Postby James » January 12th, 2011, 12:17 am

Cade wrote:Hello,

Thank you for your help, but when you update can you make DSGM more like the original Game Maker? ... Because I am not pro at coding and I want to make cool homebrew.


Hi Cade,

It was never the plan for me to duplicate Game Maker exactly, because there are flaws in the design of Game Maker, just as you say that there are flaws in DS Game Maker.

You don't have to be pro at coding to use DSGM. You just have to know some basic things like X means horizontal and Y means vertical for positioning, so to move something to the right, set X to X + 1... that is just the same as using the action in Game Maker with the 'right arrow' clicked.

An advantage of DSGM is that you do have the additional functionality to write your own real code should you need it, but at the same time, it isn't that different from Game Maker. It's a balance between the 2 which isn't easy to achieve, and as I make advances in making the program easier to use, the advanced users complain at me, and it's a constant battle about which direction to go.

I won't be changing much of the core system now because the program is very well developed. I'll just be making bug fixes on top of the existing systems and adding a few small features.




Regards,
- James
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Re: More like Game Maker?

Postby cilein » January 12th, 2011, 12:32 am

Personally I find the most recent versions the best solution yet, being similar enough to game maker that a transfer is a million times easier than it would have been in v4, while allowing for more advanced features as you develop your skills. The support and the forum make it a very dynamic learning environment from basics to core material around programming and implementing your game design.

The object orientated approach is a good prep too for this style of codings at a more advanced level, such as that done on Macs and iOS devices (iPad, iPhone etc). Warioware DIY uses a hyperbasic OO approach but even for that as James mentioned there are some things you just have to know/it can't simplify past. The more you know the more you can do, there really isn't a point in making an all encompassing list of a closed set of actions when a handful of open ended ones can offer the same or more diversity and are still pretty simple to get working.
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Re: More like Game Maker?

Postby pichubolt090 » January 12th, 2011, 7:45 am

Even so.. the user interface / actions and events system of DSGM is almost a direct copy of GM.

I agree with the two gentlemen above; there are just some things you have to know if you want to program homebrew for any console or handheld.
Programmer in Visual Basic and experienced user of DS Game Maker 4 and 5 Pro.

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Re: More like Game Maker?

Postby YoshiInAVoid » January 13th, 2011, 7:25 pm

Things that help you with DSGM:

-A very basic programming knowlage from anywhere, EG: Game Maker or C.
-The screen size is 256X192.
-Objects have what happens in them.
-The room stores all the objects.

Thats pretty much it.
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Re: More like Game Maker?

Postby +Gman+ » January 26th, 2011, 4:41 am

I'd like to see the d&d s that gm has for platformers. I'd really appreciate it if that's in the next update. (move to contact, gravity, collision, vertical speed, etc.)
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Re: More like Game Maker?

Postby Thungbard » January 26th, 2011, 11:01 pm

I'd settle for Object specific Variables.
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