lunes, 28 de agosto de 2017

Finding myself

Last week (well, last, last week, I wanted to put this before, but had to sort out my thoughts, and last Friday I catch a cold), the topic of if I should migrate the game to a better suited platform came about, and I've been thinking about it during the weekend.

And I think if I ever want to finish this, I need to 'move forward', the game has been gathering 'dirt' (you might think the game is fine enough, but it's like a house put together with gum and masking tape) over the years to the point where I'm overwhelmed by all the stuff that needs retouching that I literally don't know where to start, and whatever progress I made seems irrelevant to the mountain of stuff to do. I need a clean state.

So for the end, I'm gonna start looking on other platforms to migrate the game.

This might end up as a wild goose chase, but better that than continuing as this pace. My hope is that I will find some (if not all) of the things I've implemented in the game so far are so easily done on the current platforms, that migrating the game would be a very feasible thing to do.
So, what I need is if you guys know of any good game maker platform, leave me suggestions, I'll be looking on my own of course. And yes, this does mean SpacEscape will have to be put on the back burner for a while.

And the thing I'll be testing the waters on, is that spin off game I mentioned ages ago with Minitsuko, basically just a mini version of SE, very simple and short. Seems the perfect thing to do for the task.
I'll be streaming the process as much as I can too, hopefully some ppl on the stream will happen to know the selected platform and can help speed things up.

EDIT: In the mean time, I'll be creating some basic assets for the testing, like Ministuko basic animations and on enemy, probably that will be the first stream, I'll keep you posted.

14 comentarios:

  1. Game Maker Studio is a good one, my buddy uses it for the game we're making; if you got a discord I could invite you to a chat with him if you wanna talk about it more.

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  2. Ah, A different game making platform. When you mentioned platform, I thought you meant something like...a console version, like on the PlayStation 4 or Nintendo switch, which was an odd thing for me.

    There are quite a lot. They all have ups and down, but I'll name a few.

    haxeflixel: A cross platform open source game making engine. Specifically for 2D games.

    Umm...I'm looking at a list right now. One of the main things you might want to look for is which platforms you can make your game for. Windows, Linux, Mac, basically those (I assume.) I'm sure others will have better insight than I.

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  3. You may also think about making the code open source, so others might help. If you are not familiar with that, it does not mean that people can change *your* code as they want. It means for example that you put your code on GitHub or alike, and other people can open issues to tell you what is going wrong, and make pull requests to suggest changes to your code. Changes that you can accept or not.

    Making it open source means that other people can get your code for free (I don't enter the details of licenses). If you don't want that, you may go for a private project on BitBucket or alike. So only people you accept can access the code (and do all the stuff above).

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  4. Just to add some precision: my previous post is not about choosing a platform for your game, but about dealing with external contributions to help you do the stuff that you don't want to do.

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  5. I'm with Orexius here. Game Maker Studio would be definitely a suitable platform. I've worked on a simple platformer with Game Maker Studio a while back. I don't have much coding experience but with Game Maker Studio it still worked out quite nicely. If I can do something like that, I think you should easily be able to port SE to GML (Game Maker Language) The alternative would be Unity, but it's also a lot more work than Game Maker Studio and requires some advanced knowledge.

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  6. Try Unity. You can do 3D and 2D development with that and it's free.

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    Respuestas
    1. Oh and it can build to multiple platforms. WebGL (HTML5), as an exe or even IOS for Mac users--all in just a few clicks.
      C# is the common script language it uses but can also do C++.

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  7. Some suggestions:

    Game Maker Studio: I've played with it and it's got a fairly low bar for entry. The built in language feels like a scripting language and is easy to pick up. You'll probably want to use it instead of the GUI language as that can get confusing quickly. GMS is not free, but you can get it fairly cheap on a Humble Bundle. I wound up spending only $15 USD for the basic engine and exporters for a number of platforms including Android, windows, Mac, Linux, and html5. Once purchased for either the discounted rate or the full price it's yours. You don't owe the parent company any royalties if you decide to sell your game. GMS has been used to create some excellent metroid-vania games including the nintendo squashed "AM2R". So the engine should be able to do what you need.

    Unity: Probably the standard for 3d games right now, and has a growing 2D engine. It uses C# as the background language. If you're not strong in this you'll want to take a couple of courses online in C# to understand the basics before you try Unity. The nice thing is that once you complete your C# logic if you've coded things like acceleration to public variables you can edit those settings in the GUI on the affected object without needing to open the code.

    Unity is free to use so long as you don't charge for your game. When you do a project that you sell Unity takes a cut of your sales (I think 5%) for the free version. Otherwise you need to buy a monthly license. I've not seen an option where you can buy unity outright. Also if you decide to use Unity you need to pick a C# editor. Unity uses external tools to handle compiling and editing of c#. Strangely enough you'd think that Visual Studio would be the best choice, but it's not. I've had some issues getting it to work well with Unity, and a quick google search has shown I'm not alone. Monodevelop has been their preferred editor up until last year's version included a visual studio plugin. It's still used in most of the demonstration videos and course material. Best to get Monodevelop.

    Godot: This is an interesting 3d and 2d open source engine. Very different from Game Maker and Unity. Sort of a third choice. I've heard from developers that if you've become an expert in Unity it's very difficult to shifting to the Godot way of doing things. It has a much smaller community than the other two so if you hit a wall you'll have a more difficult time finding help. On the other hand if you decide to publish a game you don't need to pay royalties and there is no up front fee.

    Hope this helps.

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  8. Since there is no code avaible for us, you need to be a bit more specific what the platformer should be able to do and what you don't need. In which language do you want to code? What graphic data types you are using, and what kind of programm do you use (compatibility) - what about your music files etc. The more information you give, the better we can make suggestions.

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    Respuestas
    1. Well, first of all, the main focus should be 2d. It should give you freedom, so none of those types of programs that have things already coded would work. I'm the most familiar with C++, but in college I used a tiny bit of C#, visual.net and java. As for graphics, the reason I choose flash in the beginning, was because I can make all the graphics assets I needed directly on the program, so in that regard I'm free I guess, whatever file type the program needs I'll just need to adapt. I will end up doing the sprites hand drawn, like in Skullgirls, so I guess I'll be using clip studio to do them (it can export files into psd png or jpg). For music, I would be using royal free, as I can't compose.

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  9. "it's like a house put together with gum and masking tape"

    no shit sherlock

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  10. I recently picked up game maker studio 1.4 and most of the modules for dirt cheap on humble bundle. I don't have much intention to make anything but the price was right and who knows. I dabbled in the past. Seems it's fairly powerful for 2d side-scrollers and sprites and animation can be done directly in-program.

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  11. Te recomendaria el Game Maker Studio, con el eh hecho algunos juegos como proyecto de preparatoria.

    Te deseo suerte amigo :DD

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  12. As others have said, definitely take a look at GameMaker Studio. It is a engine tailored for 2D game design for multiplatform, with many popular 2D titles running this engine. It is possible to implement 3D on the engine should you want to down the line, but you'll need to write all the shaders yourself. It has its own proprietary language but its easy to pick up and powerfully enough to do anything you could want. It even natively supports networking, however can not compile projects 'heedlessly', so if you want to code a dedicated server you'll have to code it in something else. There is a one time fee to buy the program, but there's also a trial version. I'm currently using version 2.0, it is completely different then version 1.4 and takes time to re-learn some things so keep that in mind.

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