Game-Maker (aka RSD Game-Maker) is an MS-DOS-based suite of game design tools, accompanied by demonstration games, produced between 1991 and 1995 by the Amherst, New Hampshire based Recreational Software Designs and sold through direct mail in the US by KD Software.[1] Game-Maker also was sold under various names by licensed distributors in the UK, Korea, and other territories including Captain GameMaker (Screen Entertainment, UK) and Create Your Own Games With GameMaker! (Microforum, Canada).[2] Game-Maker is notable as one of the first complete game design packages for DOS-based PCs, for its fully mouse-driven graphical interface, and for its early support for VGA graphics, Sound Blaster sound, and full-screen four-way scrolling.[3]
Through RSD's proprietary XFERPLAY engine, all Game-Maker games run in 256-color full-screen VGA, at an eccentric 312x196 resolution (switching to the more standard 320x200 for menu screens). Game-Maker games are also distinguished by their eccentric 20x20 tile and sprite size (as opposed to the more standard 8x8 or 16/16 dimensions), populating a standard 100x100 tile (2000x2000 pixel) map size. Transition between scenes is achieved through a slow fade to or from black.
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At the time of Game-Maker's release the software was revolutionary both in concept and technology; although there were earlier game creation systems, Game-Maker was the first general-purpose graphical GCS for the dominant DOS/Windows-based PC. Throughout the design process Andrew was adamant that Game-Maker's tools remain entirely visual, involving absolutely no programming from the end user.[7] Its engine also supported full-screen four-way VGA scrolling, and later full-screen double buffered redraws, well before these were the standard.[7]
Later, on 1 July 2014, Andrew posted to the Game-Maker Facebook page, asking for community input on releasing the code.[10] On 12 July he posted the Game-Maker 3.0 source to GitHub, under the MIT license,[6] suggesting that although people were free to use the code how they liked, "if there is interest in preserving the old games you guys made then porting Game-Maker to modern OSes is the first step."[10]
Shareware and BBS distribution is a curious case. Although RSD prohibits free distribution, the license does allow a loophole for shareware so long as the author requests the user to pay a minimum registration or license fee of $5.00, then makes a quarterly payment of 10% of all collected fees. These restrictions were rarely enforced; as a 15 June 1993 pamphlet titled "Distributing Games" suggests, freeware games were common and tolerated despite the license agreement:
To distribute a game via Shareware, simply place a text file statement along with your files letting the user know your terms. You can find example statements in any Shareware product. For Freeware, include a statement that says that you own the product but will allow others to distribute it freely, or even that users can incorporate your work into their games.
Despite the limitations on distribution, Game-Maker's design format is notoriously open. From its outset Game-Maker was designed as a collaborative tool, with the intent that users not only trade design tips but pick apart and freely sample from each other's work. A series of full-page magazine ads, run in the early 1990s, spends nearly as many words selling Game-Maker as a modification tool, along the lines of Galoob's Game Genie accessory, as it does describing the software's design features, promising that users can "modify and enhance Game-Maker games".[4] "Is a game too easy? Increase the speed. Too boring? Add danger, sounds and monsters. Too plain? Dress up the graphics, add animation. Too short? Add new levels."[4]
Other common frustrations include a lack of multi-key mapping for character behaviors, such as pressing Z + a directional arrow to jump in the direction pressed (a problem stemming from a lack of standardized keyboard electrical layouts at that time); the extreme simplicity of monster behaviors[13] (partially due to a desire to eliminate programming from the design tools); a lack of persistent flags for game events[8][14] (partially due to memory constraints); and the lack of on-screen displays for health, lives, and other counters[14] (due to Andrew's emphasis on full-screen rendering[7]).
GameMaker Studio 2, the game development platform from YoYo Games has received a major update, which brings support for the next generation of games consoles and adds full localisation for several major languages.
When you first create a project, GameMaker asks if you want to use GameMaker Language (GML) or Drag and Drop (DnD). GameMaker offers two informative, step-by-step, video tutorials for building the same Asteroids clone game in either language, so feel free to try both and see what works best for you.
Making a game is what counts, so if the theme doesn't work for you then feel free to create anything you like. The main rule here is it has to be created using GameMaker Studio 2. To this end, we'll need entrants to share their project files. Doing this is also a great way to encourage developers to learn from each other and also means that users of the free Trial version can also enter. We can't wait to see what you'll do with our new tools.
YoYo Games, the maker of leading 2D game development engine, GameMaker Studio 2, today announced that the open beta of the GameMaker Studio 2 Nintendo Switch licence edition has begun. Its full commercial launch is expected in September 2018. With the GameMaker Studio 2 Nintendo Switch licence edition, GameMaker Studio 2 games can be exported directly to Nintendo Switch.
YoYo Loader is a loader for libyoyo.so, the official GameMaker Studio Runner application for Android, for the PS Vita. YoYo Loader works by loading such ARMv7 executable in memory, resolving its imports with native functions and patching it in order to properly run. This enables to run potentially any game made with GameMaker Studio.
Making your own video game is something that most avid players have thought about at some stage or another. But how realistic is that dream? In truth, the infrastructure for releasing a homemade game onto a variety of platforms has never been stronger, while tools that let even the most technologically challenged of us create real, working titles without the need to learn a full coding language are available in abundance.
Developing for Android is hard, especially when it comes to beautiful games. Thankfully engines like GameMaker: Studio exist that make game development a lot easier. With its drag and drop interface, creating games for Android has never been easier. With the addition of GML, the possibilities are endless and there should be no limit to what is possible. If you have any questions on the game feel free to comment below.
CryENGINE is a free-to-use platform where you get the full engine source code and all engine features without having to pay any license fees. This is also a great option to purchase in-game assets, which can be found at the Cryengine Marketplace, something that shortens the time to market.
Most game engines have 2D capabitilies, only Amazon Lumberyard is 3D only. The most popular 2D game engines (that also have 3D abilities) are unity and unreal. Read the full review above to find out which one is best for you.
Most game engines have 3D capabitilies, only GameMaker: Studio and Cocos2d does 2D only. The most popular 3D game engines (that also have 2D abilities) are unity and unreal. Read the full review above to find out which one is best for you.
Most game engines are free. Some free game engines do have membership prices that give you full access to the game engine. Our favorite, completely free game engines are Godot, Cocos2d, Unreal and Amazon Lumberyard. 2ff7e9595c
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