Gw Temp

Menu

Article - 'Gamemakers: Which one is the one?' by Fighter

An item about Miscellanious posted on Jan 14, 2004

Blurb

A somewhat brief article describing the ups and downs of each gamemaker.

Body

After letting various article sources seep through your head, you finally jumpstart to work on your game, but before you lie some various problems. The first thought that would jump through anyone's mind is "What making am I going to use?". Well, now, in my spare time, I decided to list some of the more known makers out there, and some ups and downs that tag along with them. But first, you need some basic things.

· Who is in charge of this game?

· Are you any good at graphics?

· Are you ambitious or lazy?

· And..do you have know what kind of game it will be?

Sorry if I sounding a bit like a school review, let me cut to the chase, this was a mistake that I once commonly made, but actually have an idea of what you are going to do before you do it. With that said, onto a few gamemakers and a short description, and even a download link for you to give a whirl. (Copied off the actual gw pages, if you want a more detailed analysis by me, look down past this.)

Official Site: No official site
Author: ASCII
Difficulty: Easy
RPGMaker 2000 can make full games

RPGMaker 200, Otherwise known as RM2K is the most popular maker currently featured. It is very simple to use, you point your mouse at something, click, and the engine creates a wonderful game. The ease of use is really what makes it so popular, most of the community currently chooses it to create their RPGs. Truly a great choice.

While using this system you can easily create lush and vivid maps by placing "tiles". RM2K requires no coding at all, just points and clicks. Your games come to life in just a few short hours, and can take the shape of a demo after just a few short weeks. Tons of graphic and music files exist. Currently, however, RM2K only supports the use of midi music files, .bmp and .png graphic files of 256 color format, and is rather sluggish when creating a larger game.

RM2K is probably the first step you will take as a game developer. Get to know how the basics of RPGMaking work, dive into ideas of your own, and essentially get a good idea about "how" to put together a game. It is strongly recommend this a beginner, or novice. An expert, however, should learn to use one of the higher-end makers out there.


Official Site: http://www.clickteam.com
Author: Clickteam
Difficulty: Medium
Clickteam can make full games

Clickteam isn't the name of the gamemaker, but more the name of the company. Clickteam has created several Gamemakers including Multimedia Fusion, The games Factory, Click 'n' Create, and Klik 'n' Play.

These gamemakers are not freeware but come with trials. To get more information visit the official website.

Official Site: http://fury.rpgsource.net
Author: Kevin Gadd
Difficulty: Medium
Fury˛ cannot yet make a full game

What is Fury˛?
Fury˛ is a free, extendable game creation system for windows, designed with RPGs in mind. The result of over 2 years of development, Fury˛ has an extremely large feature set and is usable for many tasks; image editing, presentations, 2D platform games, algorithm testing and development, and more.

--------------------------------------------------------------------------------
The history of Fury˛
Fury˛ started out almost 5 years ago, as a small RPG project being developed in Visual Basic 5, called 'The Dark Oath'. I used the project to get acquainted with windows GUI development, and it got quite far along. At that point, it was a simple turn-based, tile-based RPG, mainly influenced by the Exile series of games (Favorites of mine).

Due to a disk failure, I lost all the files related to that project (I was storing them on a removable cartridge, and it went bad). After a little while, I restarted the project. I decided to use DirectDraw for this project, and discovered a neat little DirectDraw library called 'BMDXCtls'. I ended up getting to know the developer of BMDXCtls quite well, and me and him exchanged lots of programming tips and he helped me learn quite a bit. The project itself was pretty much useless; but I wrote a good map editor and also learned quite a bit about DirectDraw.

I soon discovered the RPG Making community, first through Verge and then through RPG Maker 95. Messing around with Verge and RM95 inspired me to try and write a small map editor for fun. At this point, my friend Ben (the author of BMDXCtls) was beginning to plan a game development toolkit. After developing my map editor for a few months, it increased in complexity and the feature set got larger and larger.

The map editor eventually gained a small 'test mode' feature, in which you could walk a small sprite around an animated, blocked map, in a GDI window. That 'test mode' feature became what was known as the Fury Engine. I soon became involved with RPGMaker.net, and eventually FE (As I called the engine) was hosted there.

I continued developing FE, and ran into a lot of problems, most of which all stemmed from the terrible design decisions I made early in the project. I eventually got so tired of developing it, that I scrapped the project and deleted it off my hard disk. (I have a backup somewhere, but I have never really felt inclined to find it and take a look at it.) I took a break from coding for a while, working on various things, until I eventually decided to try again.

Fury˛ started as a graphics engine. I spent about 3 months developing a graphics library I called 'Fury˛GE', and eventually integrated it into a tiny little EXE that simply ran VBScript code and displayed graphics on the screen. I designed an object model, and slowly extended the engine and graphics library over time, until the engine became a full-fledged game maker.

Now i'm reaching a midpoint in the engine's development; It's at the point where you really can make games with it, it simply needs to be streamlined, improved, and finished up in places. I hope that people will be able to get a lot of use out of this engine, and maybe even learn from it too.

Official Site: http://www.cs.uu.nl/people/markov/gmaker/index.html
Author: Mark Overmars
Difficulty: Medium
Game maker can make full games

Did you always want to design computer games but don't you want to spend a lot of time learning to become a programmer? Then you came to the right place. Game Maker is a program that allows you to make exciting computer games without the need to write a single line of code. Using easy to learn drag-and-drop actions you can make professional looking games in little time. Games with backgrounds, animated graphics, music and sound effects. And once you get more experienced there is a built-in programming language that gives you full flexibility. What is best, Game Maker can be used completely free of charge. And you can use the games you produced in any way you like. You can even sell them!

Official Site: http://www.ikagames.com
Author: thespeedbump
Difficulty: Medium
ika can make full games

ika (all lowercase) is a generic gaming engine geared (only slightly) towards making console style RPGs. It's already been proven quite able to make puzzle/platform/what-have-you as well.

A quick history of ika
Once upon a time, (shut up, it's my story, so I'll tell it any way I want) there was a GCE called VERGE. VERGE was what people called l33t. (that means "really cool", if you're not l33t with l33t speak)

One day, a wannabe coder, calling himself the_Speed_Bump, saw VERGE, and he thought it was pretty leet. (leet is just a different spelling for l33t) Seeing as how VERGE was GPL, the source code was freely downloadable, which was leet too. tSB, as he was wont to be called, grabbed the source, and started tinkering. He tinkered, and he tinkered, until he made something pretty cool. He called it v2+i. Then he tinkered some more, and more, until he finally ported VERGE to windows, for the original had been DOS only.

tSB then stopped, frustrated with VERGE's then-messy codebase. He, using all that he had learned from his tinkering days, wrote a new engine, calling it VERGE v2.7, to carry on the legacy.

But tSB had perhaps learned too much. He began in dabbling with the dark arts of C++, picking up OOP concepts and APIs that weren't meant to be. tSB saw that VC was a pain to code, and he wasn't all that impressed with it anyway. So, on that fateful day, tSB started experimenting with embedding Python in VC's stead.

A great many of the people of VERGEalot (see my aforementioned comment about this being my story) revolted, not wanting to learn a new language. They wanted a less sucky version of the same VERGE that they had grown to know and love.

Then.... uh, well, a lot of people got angry, and a lot of weird stuff happened, and, in the end, tSB finally gave in and renamed his engine ika. Right around that time, tSB snatched up his real name on his favourite IRC server, esper.net, and switched, calling himself andy henceforth.

The moral of this story is... uh.... forget it, there's no moral. It's just a bunch of stuff that happened.

Thanks to the author of ika, who wrote the descriptions/history.

Official Site: http://www.rpgtoolkit.com/
Author: Chris Matthews
Difficulty: Medium
RPG Toolkit can make full games

The RPG Toolkit is an extremely flexible development system for creating Role Playing Games. The Standard Edition is absolutely free, and thousands of people worldwide are developing games with it. Download your own copy and start developing your dream game today!

And..last but not least, sphere.

Official Site: http://www.aegisknight.org/sphere
Author: Chad Austin
Difficulty: Hard
Sphere can make full games

Ready to take a leap of faith into a whole new realm of RPG making? Sphere is what you need! Most people already experienced with some scripting / programming, and a bit of game-design will have no problem adapting to this unique and great maker. Sphere is essentially and upgrade to RM2K and can help you further your game making abilities. Sphere takes a slight bit of scripting, as mentioned earlier, but it is not that much work. Graphics for Sphere, although limited, are good and it is preferred this way so no two games share graphics. Sphere has a ton of potential when put in the right hands, could these be your hands? Sphere is older, but has just recently made its way into the community, slowly. Sphere should continue its path, and grow. Sphere may be a bit more advanced to use than RM2K, but the games made with it are just that much more advanced. Many have the community, and RM2K, veterans have decided to switch to Sphere because of its power. At some point in your travel to become a "real" game maker, like Square soft, or Eidos, you will most likely brush into this maker and get in touch with your scripting side.


Now that you have a short idea of what each gamemaker is like, time to give some ups and downs in between them.

RpgMaker

Pros: Easy, Fast, no scripting.

Cons: Very limited, annoying to make custom graphics on, doesn't accept too many graphic formats.

Gamemaker:

Pros: Powerful, easy learning curve, drag and drop.

Cons: In order to go full power, you must know how to script, highly underrated, you must have a decent graphics source.

Sphere

Pros: Extrememly powerful, and flexible.

Cons:: Steep learning curve, completely custom everything, must know scripting.

Fury, Rpgtoolkit, etc.(similar in a basic way)

Pros: Somewhat flexible, yet somewhat easy to manage.

Cons: For toolkit, it's a bit slow, for Fury2, it's incomplete, and each require scripting.

Well, I mostly did copying and pasting there, but it's for quicker reference. So, basically, the more you want, the more you work, and you might have to familiarize yourself with scripting, which starts off bitey, but can become your best friend within time. I didn't really give that detailed of an analysis on each one, if you even expected me to do so, but it gives you a somewhat general idea. Later, when I am not as busy, I will revise, and make this article a little better. But, for now, this is Fighter over and out on another article none of you will ever re-- another fun article.