Who has other game design software?

Started by rharpe, Wed 30/07/2008 03:08:26

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rharpe

Hey everyone, do you remember way back in the day when Klik & Play was the fastest way to make a game? Me too!

(And I still have it:Klik & Play on eBay)

It's a classic, but I must let go sometime.
"Hail to the king, baby!"

zabnat

QuoteNO PROGRAMING! Everything is controlled with mouse clicks and simple menu commands.
Now where's the fun in that ??? ;D

Mr Flibble

Klik and Play/Games Factory WERE capable of good games if you tried hard.

OR, if you were god, like Chris 'Datadogg' Ushko creator of M:I2 LeChuck's Revenge which remains one of the best freeware adventure games I've ever played, even after all these years.
Ah! There is no emoticon for what I'm feeling!

Shane 'ProgZmax' Stevens

I mainly use AGS and Game Maker, though there was a time when I designed my own game engine and then abandoned it when it was almost finished.

OneDollar

Quote from: ProgZmax on Wed 30/07/2008 13:22:48
there was a time when I designed my own game engine and then abandoned it when it was almost finished.
Me too, a very very simple choose-your-own-adventure gamemaker. Unfortunately my Delphi knowledge wasn't good enough to let it run from anywhere on the computer, and seen as I can't remember the file path it needed I can't run it anymore.

I used Klik & Play, which was great apart from the lack of scrolling. I then used the Games Factory (which I still have), but it had a habit of breaking when you did so much with it. Also they seemed to have broken the nice platform engine that came in Klik & Play, so you had to do your own. Also played with Game Maker briefly, but you couldn't do too much in that without learning the language and I couldn't be bothered.

I've spent most time on the RPG Maker series which are very nice (but limiting). They more or less taught me how to program without me realising it. Then there's the O.H.R.R.P.G.C.E. which was the first game maker I ever used. Horribly menu-driven DOS program. Made "Dollar's Quest" on that one.

Out of everything AGS is most definitely my favourite.

Anteater

Klik and Play was my first game creation program. Never made anything good with it, though.

Ghost

#6
Klik&Play was a must-have back in 93, yes, but the limitations were extreme; what can be said is that it was one of the most easy-to-use programs ever.

Okay, other game development kits i've tinkered with:

Inform- great for interactive fiction. Not too hard to learn if you already know a programming language, and highly versatile.

DIV Professional- My first game ever, a board puzzler / Match3 one, was written in this. DIV was a great piece of software and was supposted to be remade for Windows XP, but then the team dissolved, and that was the end of it. I loved the community back then; DIV showed me how nice it is to have a group of game makers cluttering a forum. It also forever marked me as a man who has a strange taste in nicknames. VaporeonEvolved, anyone?

3D Game Studio - I own it. The cheapest, non-commercial basic edition, though. It's
fun to have, but I find the scripting a pain, and I suck at 3D modelling, so it more or less
sits in my CD rack and gathers dust. I use the manual to stop my table from wobbling,
though.

Game Maker- I meddled with it and found it okay, but then I found...

Construct - can do everything GM can do, and more, and is about as easy to use. Also,
free download, no registration. I am using it to make a sidescrolling shoot-em-up, to warm up with it.

But mostly, I try to stop using editors, toolkits and suchlike- well, okay, not AGS of course, but that's not a toolkit, it's a religion. I'm making good progress with C++/Allegro, and must say that it is great fun to create your own "engines"/programs/stuff.
I still need to learn all the professional names for "stuff", though.

OneDollar

Quote from: Ghost on Wed 30/07/2008 13:54:29
Inform- great for interactive fiction. Not too hard to learn if you already know a programming language, and highly versatile.
Ah yeah, add ADRIFT and Inform to my list. ADRIFT was too limiting and Inform was crazy, like a 3rd generation language pretending to be 4th generation. Very interesting, but far too wordy for my liking.

mätzyboy

I think I made my first actually playable game in Shoot 'em up construction kit for the Amiga. That was easy and fun.

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#9
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Paper Carnival

#10
AGS is made for adventure games. Sure, you can cheat your way around creating more than just adventure games (Colourwise being a perfect example), but it's just not worth the trouble.

Game Maker is great, extremely flexible and easy to use. I'm currently working on an exploration game with it. I have all the control over everything I need. with no glitches or whatever.

If you want anything more powerful, then get Blitz Basic. I think it's the most stable game engine, but it looks more like a "real" programming language. It's both 2d and 3d. Though the 3d engine is very competent, don't expect to make the next gen first person shooter, but I suppose it could perfectly handle a 3d adventure game. I wonder why no one's tried that out yet ::) Some day I might

I suppose the next best choice is C++. My knowledge with it is very limited, though.

I never worked around with Games Factory, but here's an awesome exploration game made with Multimedia Fusion

Of course I won't stick with Game Maker forever, but for the time being it's perfect for my game.

@Ghost: I tried to find a link for Construct, but I didn't even find it referenced everywhere. Maybe it has a new name now?

SSH

Quote from: Paper Carnival on Wed 30/07/2008 14:43:30
AGS is made for adventure games. Sure, you can cheat your way around creating more than just adventure games (Colourwise being a perfect example), but it's just not worth the trouble.

Why not?
12

Mazoliin

#12
Paper Carnival - Construct

I have to say, Construct sound's interesting. I've tried game maker but never really stucked to it.

AGI studio is something I've looked in too, and maby I'll use it if I feel that I need to make a true hardcore AGI game, but till then, I'll stay with AGS.

Khris

Back when I had an Amiga 1200 I experimented with CanDo (a primitive Visual Basic) and GRAC(2), the latter being a graphical adventure creator.
I even started a handful of really shitty games and quickly abandoned them when I had to draw the second background (a dilemma I didn't solve yet ;)).
And of course, Inform.

Strangely enough, when I switched to a PC, it never occured to me to look for a graphical adventure creator and I continued playing with Inform for quite some time until I finally came across AGS, which I more or less use for everything now, even to code small utilities and stuff.

rharpe

Other game authoring packages I've dabbed with include: Construct, Game Maker, AGI Studio, The Games Factory, Multimedia Fusion 1.5, and now I own Multimedia Fusion 2, (which is awesome, btw.)

AGS will always be my favorite adventure game designer choice though. (AGI comes close, but AGS seems more intuitive and has much broader support - these forums and the members herein.)

I've never used a programming language to make a game, but I have made tiny basic apps for a novice programmer.
"Hail to the king, baby!"

R4L

So no one's tried DarkBASIC or Genesis 3D? I own Classic DarkBASIC, and Genesis 3D is still alive.

Darth Mandarb

I was really anticipating Stencyl ... for the first 500 years of waiting for it.

But now I'm so sick of waiting for it I've developed a dislike for it and the over-all, "we'll release it when we want to" attitude over there.

It's been "teasing" for FAR too long.  If they aren't ready they shouldn't have announced it so long ago.  Just my 2 cents.

Aside from that I only really use AGS I don't mind saying.

Khris

Having just read the text on the Stencyl page, I'm curious how they want to achieve what they do.
It's like saying: "We're going to make a car that's going to be faster & safer then any other car" ...
Aren't more power and increasing ease of use irreconcilable?

tube

Quote from: KhrisMUC on Wed 30/07/2008 22:35:19
Aren't more power and increasing ease of use irreconcilable?

Not in software. Ease of use comes down to good interface design, which hasn't got much to do with the "power" of the underlying software. Unless you consider a program with tons of options to fiddle with more powerful than one that simply does the right thing where applicable.

Admittedly in this case they probably cannot completely ditch the need for scripting and other "hard" stuff like that for any serious game project, but they could do a lot by using clever automatic code generation with visual tools and similar gimmicks (though being a bit of a perfectionist and a bit more of a programmer I can't help but cringe at the idea). That said, I have a hard time believing Stencyl will live up to the marketing speech.

Miez

Quote from: R4L on Wed 30/07/2008 17:05:31
So no one's tried DarkBASIC or Genesis 3D? I own Classic DarkBASIC, and Genesis 3D is still alive.

I tried DarkBasic - and found it seriously sucks (imho). I switched over to Blitz3D and I'm super happy with that...

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