Dev - Other maker Indie Game Maker (Read 2472 times)

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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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Does this program not come with sample resources?

EDIT:
Also trying out Construct.
Last Edit: July 11, 2009, 08:26:47 pm by Juris
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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
Last Edit: July 12, 2009, 01:40:19 pm by hima
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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 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.
Last Edit: December 07, 2009, 07:20:49 am by Tweaked_1551
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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.