Gaming World Forums
Creativity => Game Design & Demos => Topic started by: UPRC on July 08, 2009, 10:51:59 am
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Well, Enterbrain's new game maker is finally here. What were originally referred to as Action Game Maker has been renamed for its English release and is now Indie Game Maker.
The English website (on a Japanese domain?) is open and contains a few interesting pages: http://tkool.jp/products/IGMAKER/
CNET also has a demo/trial up for download.
I downloaded the demo this morning before work, but I did not get a chance to use it yet. Has anyone here used Action/Indie Game Maker yet? Basically, what's like? How user friendly is it?
I've lost most of my interest in RPG Maker, though I still care about an support the RPG Maker community at GW. I'd rather tinker with other things, and the idea of making a platformer really appeals to me after spending so much time with my Mario World level hacks.
So yeah, I intend on giving this a try after work today and am just wondering if anyone here already has (or will)?
And just for the hell of it so this post doesn't look so small..
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There's something about proprietary software that doesn't feel very 'independent' to me.
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Yeah, I'm not too big on the name either. I'm just more interested in what the capabilities of the maker may or may not be.
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I'm not sure if this is cool or not. For one, the system requirements to run the thing are too fucking steep. The sample games look alright, I guess.
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It's allright, but the engine is pretty confusing to use at first, I would have liked that some easy concepts like showing messages was just as easy as in RPGmaker, too bad it's more complicated to do it now.
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They probably changed the name for the same reason Microsoft changed their "community games" to "indie games". They are just trying to cash in on the current hype that indie games draw. It is really kind of self serving, but whatever.
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I took a peek at this a few minutes ago and there's a lot to it in terms of, well, just learning how to use it. I'm pretty tired today and my brain isn't all there, so I'm not going to pick at the program today.
Saturday sounds like a good day to dive into it extensively.
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yea i tried an early english patch of the japanese version and i had absolutely no idea of what was going on.
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yea i tried an early english patch of the japanese version and i had absolutely no idea of what was going on.
Me too. That was way back and everything was so confusing with tons of design screens and weird symbols, and I had no idea how to even make a map. This program isn't very user friendly at all.
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holy frick crazy japanese
i'll stick with my c++ fps thanks
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It's in English Skarik. I'm still debating on using this or Game Maker. The price and size doesn't help much either but the whole Xbox Live thing really appeals to me.
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I already know how to use gamemaker, so unless "indie" game maker shows that it can do something that gamemaker can't, or can do it MUCH easier, I'll keep using gamemaker for now...
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So... I'm having trouble with this. Whenever I try to run IGM, this glitched screen pops up.
(http://pub.gamingw.net/28368/igm.jpg)
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I've been keeping an eye on upcoming programs and although this seems interesting and will probably appeal more to the RPG Maker crowd, Scirra's Construct (http://www.scirra.com/) is an open-source 2d game making software with a directx9 rendering engine--this allows for many interesting graphical features and exceeds the capabilities of GameMaker. It is free, has full drag and drop functionality, as well as using Python as a scripting language for more advanced users. It's still in the beta phase, but it's looking extremely promising.
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It's in English Skarik. I'm still debating on using this or Game Maker. The price and size doesn't help much either but the whole Xbox Live thing really appeals to me.
Use Game Maker. Game Maker is a bigger step, but it is a bigger step to getting into the sexy name languages ( if you want to ), and there's a few GM games that have made it onto the Xbox, though I doubt Xbox live. Plus, I bet GM is easier to find a crack for.
And I was commenting on the video.
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haha this game is awesome: http://www.youtube.com/watch?v=5zzXfuqN3ck
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Tau if you want to start making games right now just get gamemaker. It has loads of tutorials made for it and a huge community that can help you understand everything (gmc.yoyogames.com). Indie Game maker is still pretty new and there isn't much of a one stop place to get help and tuts. but who knows maybe this will surpass gamemaker.
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@Aztec
If it has 3d and DLL support, then it will surpass Game Maker. Otherwise, it never will.
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Actually gamemaker does have DLL support if you're implying it doesn't.
http://gmc.yoyogames.com/?showforum=6
And their are currently some projects with decent 3D engines made using gamemaker (not 3D gamemaker)
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By the diversity of the games it produces, it seems promising, even if the interface isn't quite up to par yet. I'ma try it out.
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Actually gamemaker does have DLL support if you're implying it doesn't.
http://gmc.yoyogames.com/?showforum=6
And their are currently some projects with decent 3D engines made using gamemaker (not 3D gamemaker)
Yah, I know. See my sig for proof.
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Does this program not come with sample resources?
EDIT:
Also trying out Construct.
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The file size really surprised me. I was going to download but I don't see the point downloading something over 1 GIG if it's a trial. I also can't be bothered starting a project I'll abandon once I realize that the program is bad/unintuitive/notmycupoftea (choose one).
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I follow a series of video tutorial and surprise at how easy Construct is compare to IGM. IGM is wayyy too confusing :S
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IGM is wayyy too confusing :S
:shocking:
I just downloaded this thing and...
:shocking:
After almost an hour of messing around, the only concrete thing I could do is making an NPC say "X" instead of "Y".
This thing is waaaaaaay to complex.
Questions:
I looked for tutorials, but didn't find anything like "IGM for dummies". I'm needing something that tells me what to do from the very start. Know any?
Second... does all this complication pay off? I mean, do games made in IGM tend to come out good? And, more importantly, does this complexity allow for complex games, and translate into freedom of doing different stuff, creating different genres?
At this point, I'd like to hear about any experience you guys've had with IGM.
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check out rpgcrisis.net (http://rpgcrisis.net) for help in that aspect.
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:shocking:
I just downloaded this thing and...
:shocking:
After almost an hour of messing around, the only concrete thing I could do is making an NPC say "X" instead of "Y".
This thing is waaaaaaay to complex.
Questions:
I looked for tutorials, but didn't find anything like "IGM for dummies". I'm needing something that tells me what to do from the very start. Know any?
Second... does all this complication pay off? I mean, do games made in IGM tend to come out good? And, more importantly, does this complexity allow for complex games, and translate into freedom of doing different stuff, creating different genres?
At this point, I'd like to hear about any experience you guys've had with IGM.
I haven't used IGM extensively enough but I've been using it for about 10 hours (10 hours of looking through sample games, reading tutorials, and actually trying out the software) and from my experience it's much easier to use than Game Maker (using Game Maker as a comparison because I think in terms of ease Game Maker would be the next easiest thing). I don't think IGM can make games that are as good as Game Maker because when you're using IGM you are using a genre plug-in to make your game so there are certain restrictions you're going to have when creating games. Basically what I'm trying to say is games in IGM aren't as "custom" as games made in Game Maker, but IGM's genre plug-ins are very capable. IGM also doesn't support scripting; supposedly you can export your game to a certain format that you can then later edit your game in that format using scripting but you can't re-import your game back into IGM.
As a side note I haven't used Game Maker extensively either but I have gotten further in game making using IGM than I did when using Game Maker or any other game making software.
A few things I've picked up from using IGM that may help some of you:
-Gadgets are basically similar to events in RPGmaker
-Canvases are basically your maps
-Mapping is done very similarly to RPGmaker (you have 4 layers + wallpaper)
-Flow links together canvases
-Text is instant vs. letter by letter
-Collision are handled via collision boxes (you define the size of the collision boxes based on the size of your animation's size)
-3 collisions per animation: wall (tile collision), other gadgets, & damage
-Animations are your gadget's graphics for pretty much all of your gadget's actions.
In short IGM is very simple to use once you figure out what does what. It's pretty much on the same level of RPG Maker once you get the hang of it, but obviously it's a little more complex because your menus, titles, saves are put together pretty much from scratch using pre-programmed commands.
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I've been keeping an eye on upcoming programs and although this seems interesting and will probably appeal more to the RPG Maker crowd, Scirra's Construct (http://www.scirra.com/) is an open-source 2d game making software with a directx9 rendering engine--this allows for many interesting graphical features and exceeds the capabilities of GameMaker. It is free, has full drag and drop functionality, as well as using Python as a scripting language for more advanced users. It's still in the beta phase, but it's looking extremely promising.
Checked out a few vids and it looks awesome. Gonna have to start toying with it once I'm over with school work.