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Post by kennn on Dec 12, 2019 6:31:32 GMT -6
The following video is a good video. It can explain to you in brief why developers are able to make games with some modern game engines without coding. www.youtube.com/watch?v=9xGU0Cqv-J4 It looks as if a lot of people like to use this kind of engine to make games nowadays!!!!
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Post by johnno56 on Dec 12, 2019 20:52:47 GMT -6
The video refers to Construct 3, Godot and Game Maker.
Construct 3: Online editor. 'Guests' are permitted to use 25 events for free. Registered users get 50. No downloadable editor as yet. Unlimited use involves an annual subscription of $99USD GDevelop: Total free of cost. Can make 2D and 3D games. Event driven but code free. For greater control it does have its own language, GDScript. Game Maker: Free trial for 30 days. Licences start at $39 all the way up to $1,500. Windows only. Output to multiple platforms. Can be used code-free but uses a simple GameMakerLanguage if needed.
Also: Amazon Lumberyard, Cocos2D, Corona, Unity and Unreal
Unity has a 'Personal' licence for free if income from games made is less than $100,000 per year. Downloadable AppImage. Unreal is also free if income from games made is < $3,000 per quarter.
The group of "Also" assumes some game making experience and is not recommended for raw beginners...
Hope this helps...
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Post by kennn on Dec 13, 2019 17:03:07 GMT -6
Thank you! However, this is not my purpose. Not the three game making softwares in the video. This is not the reason which I showed the URL of the video in my post. The first half of the video is the actual main point!!!! I believe that many programmers don't know how this type of non-coding game creation software works. That's why I put the video in my post. Furthermore, I want to point out that non-coding game making software or semi-coding game making software is so convenient. These two types of softwares may dominate the whole game development world soon! Most game development beginners simply choose these softwares to start learning game development. This phenomenon is very obvious. In conclusion, the share of the pure programming language in the game development world may become very small in the future. This is the terrible fate.
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Post by johnno56 on Dec 13, 2019 19:31:42 GMT -6
Agreed.... The art of 'total coding' will eventually be the domain of a select few... Just like when coding first started. By a select few. As more and more people involve themselves in game developement, the method by which they code, will evolve. The old will make way for the new.... Sad? Yes. But inevitable.... *sigh*
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Post by n00b on Dec 14, 2019 9:25:16 GMT -6
I think both of you are forgetting something. Think about how all these game engines are made.
Coding isn't going away anytime soon. If a game engine requires less code its because the programmers making put more code into it.
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Post by tbird on Dec 14, 2019 11:14:26 GMT -6
n00b There is a ton of code being done behind the scenes, but as far as the hobbyist programming goes I agree it will become pretty rare to program anything with code. The visual scripting and click together engines are getting better, but my experience is they were too rigid, you have to do things the way they envisioned it....which I guess is the same as any engine. With code though it feels more free, and your paths to accomplish a problem are many where as the easy game makers it's 1-2 ways. Creatively stifling!! Although that is only my opinion.
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Post by n00b on Dec 14, 2019 11:55:16 GMT -6
tbird Game development will more than likely move in that direction but that doesn't necessarily mean the hobbyist programming scene will move there with them. I watched a video of Jonathan Blow working on a game concept and he started coding before he even had an idea fleshed out. He said he designed by programming. I think there are still people out there that can make more since out of code than some drag and drop interface. But maybe I am a relic of the past.
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Post by tbird on Dec 14, 2019 14:01:20 GMT -6
n00b I totally agree, there will always be some people who will opt for actual coding, hobbyist or not. Drag and drop is very narrow, so you are so correct there. If your a relic...what does that make johnno56.... Just playing around johnno.... I got nothing but respect for you.
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Post by johnno56 on Dec 15, 2019 1:57:25 GMT -6
"If your a relic...what does that make johnno56...."
Hey! That's definition of character! lol
Ha! I'm probably more of a relic than all of you... I like the "drag and drop" concept, but as the resident relic, I prefer to code... Dropping objects onto the screen and allowing the engine to put the code together is almost a "no brainer". As pointed out, a little 'narrow', in the sense that the engine has the overall control of how the game will run. Although more work, coding in my opinion, can design the game the 'coder' wants and not what the 'engine' interprets...
There are some engines that "Drag and Drop" but also have there own scripting languages... for those of us who like to 'tinker'... As a Linux user, in my opinion, there aren't very many of these around...
I enjoy coding with RC... SO many habits I had to change... Getting used to no 'line numbers' and trying to convert with no 'goto's. Learning how to 'structure' a program and STILL trying to make it all efficiently... So much fun and stress... But worth it in the end....
My apologies... Caffeine levels have bottomed out and I seem to be rambling again...
Old programmer 'never' die. They just decompile... End of line.
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Post by aurel on Dec 15, 2019 13:46:30 GMT -6
Heh anyone can try make games in some game /editor aka engine but from what i know result would be poor.
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Post by johnno56 on Dec 15, 2019 15:16:24 GMT -6
Aurel,
You could be more right than you know. An 'engine-based' game is only as good as the quality of the engine. The imagination of the 'creator' should account for something, but in the end, even the 'creator' is limited by the engine. Well, that's my opinion, for what it's worth... lol
J
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Post by kennn on Dec 17, 2019 0:30:44 GMT -6
Wow! The discussions between all of you are very constructive! I learn a lot from all your constructive discussions. SURE! Pure language VS non-coding game making program(drag, drop, click) VS semi-coding game making program <-- this topic is extremely interesting!! I will look for which pure languages are still popular in the indie game development world nowadays!
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Post by aurel on Dec 17, 2019 11:13:45 GMT -6
You could be more right than you know. probably you have a right , some of those engines aka game mekers without coding on first look are nice and they looks easy to use but are not ,most of them require lot of time just for one simple action or move or adding just sprite. And they are quirky..
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Post by johnno56 on Dec 17, 2019 14:45:18 GMT -6
Now that we have established that there are more downsides to using engines than upsides, and in the interest of promoting pure coding, shall we discuss, in our own opinions, which programming languages would be suitable for newbies, intermediate and, shall I dare to say it, experts?
I would be interested in the 'newbie' side of things. My programming experience has been primarily "Basic" with some tinkering with Python and Lua. I am not interested in financial gain from programming as I prefer, what's the field? Hobbiest. Well. Let's start with, from a newbies perspective, how useful or practical, would it be to learn Python and Lua?
J
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Post by aurel on Dec 18, 2019 9:49:29 GMT -6
WEll only python real attempt to games is PyPy which is also slow,Lua is faster but learning will take more time that python. On the Linux side i don't know how Freebasic works in Linux, on Windows is really fast because is compiler. I think that for us hobby (horny) programmers is still BASIC-like the BEST option.
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