4 ms·
A lot of those games aren't actually quality work. Especially because they tend to settle with out of the box settings instead of having the ability to customis
by seivan 13y ago
A lot of those games aren't actually quality work. Especially because they tend to settle with out of the box settings instead of having the ability to customise it. Though a good artist can hide it through good artwork and sound.
- tluyben2 13y agoGamemaker (and probably the rest) do have the ability to optimize it. If people use it or not is their choice. To make an interesting (or even ok) game with those tools, you will be writing tons of code. As people do (read the forums). Even in 'educational' game makers like Gamesalad, you can see that people are taxing the system by 'writing' (drag & drop in this case) quite complex routines which do things (like raycasting) which Gamesalad is definitely never made for.
- city41 13y agoSpelunky, Hotline Miami and Super Crate Box were all made with Game Maker. All very successful, critically acclaimed titles. Granted, it's hard to know how much GML (Game Maker's programming language) was used. But just the fact that they were made in Game Maker alone is a pretty strong testament that these tools are really coming into their own.
- tluyben2 13y agoBut why? Serious question. It's a programming language and a library for (mainly) 2d stuff. It's cross platform and has some graphical tools. But I believe good games have tons of GML in them. So what makes them different from the many other 2D game frameworks & programming languages besides that Gamemaker looks easier. I do welcome it's success though; more tools is better for game makers.