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look at all the comments in this thread acting as though making a single-threaded 2D platformer "from scratch (with libraries)" in C (or similar) is some hercul
by adamrezich 3y ago
look at all the comments in this thread acting as though making a single-threaded 2D platformer "from scratch (with libraries)" in C (or similar) is some herculean task, when you and I know how simple and straightforward it is. specifically, those saying, "you mean, make my own engine?!", showing a complete lack of understanding of basic principles.
I haven't kept up with GameMaker: Studio, but if it's still anything like Game Maker 8, then it should be very straightforward for any seasoned GameMaker user to spend a weekend or two making the 2D platformer example I outlined, in C or similar. GameMaker (or, at least, Game Maker) does lots of things the dead-simple way: resource IDs are just integer constants. when you draw_sprite(x, y, sprPlayer), sprPlayer is just 4, or whatever. this is a pretty decent simple API that could be replicated easily!
GameMaker users who try this project out will discover how much easier it is to have most or all of your game's logic in once place, instead of split up into various Events in various Objects. they'll discover how, when you're doing things the simple straightforward way, you don't need to make an "objController" with a Code action in a Step event and a Persistent flag, and remember to stick an instance of it in your first level, just to get some logic to run every frame of every level of your game. you just write the code in your simulate()/update() function! it's that easy!
after working on this project, the GameMaker user who has never tried anything like the project before can still go back to GameMaker and continue to use it if they find it to be a useful tool in rapidly developing the kinds of games they want to create—but they'll have gained immense experience, knowledge, empowerment, and possibly inspiration from having gone outside their box and having experienced a different, simpler way of doing things. maybe they'll reconsider if they need GameMaker for their next project—maybe they'll be better off owning more of their own code, if all they're using GameMaker for is easily replicated without it.