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    Software Packages?

    Has anyone had a look at any software for making games yet?

    I've had a look at a couple

    Create and grow real-time 3D games, apps, and experiences for entertainment, film, automotive, architecture, and more. Get started with Unity today.


    Loads of fantastic games have been made using this but I fear it's beyond my abilities to get it to do what we need. Perhaps someone with a more programming literate brain could get it to work. Really good documentation for lots of things but you have to get it to jump through hoops to work things in 2D.



    Adventure Game Studio
    Fantastic straight forward tool with lots of plugins and addons

    #2
    Originally posted by psusion from another thread View Post
    By any chance are you referring to click & create, multimedia fusion or games factory? I've made an rpg and mega man game with those once. Not difficult but definitely not the best platform to make a game on to be honest. Its slightly restrictive but I guess you can get around that with imagination.

    Edit: Could try multimedia fusion 2 by click team. Never tried it but hopefully should be better than the first.
    I have used Clickteam products since they began (with Klik n Play) God knows how many years ago, and still use their latest product - Multimedia Fusion 2.

    It's superb and can produce perfectly professional results, with many great games released all the time (e.g. Faerie Solitaire by Subsoap). Also Clickteam product support is superb and they are constantly improving with patches and new content such as Flash exporters, iPhone exporters, HWA versions, etc.

    I know and talk to the actual developers quite often, so if I was to mention this project to them, I'm sure they would be very interested in collaborating somehow.

    The only issue I foresee is the release platform, which could be restricted to PC, and possible XNA. Also - there's no 3D support at present, so Doom clones are very hard, along with Shadow Complex style games. Although parallex scrolling is a piece of cake and can flesh out the depth of vision nicely.

    It is however incredibly easy to use being a non-scripting language, and would not require the possibly project-crushing resources and time-dedication required to code in an industry standard such as C. If we get some good artists, then the hard work is done - coding is easy.

    Watch this video http://www.youtube.com/watch?v=j--8i...layer_embedded

    It's made by some chaps from the Daily click community, and although currently still in development, it gives a flavour of the quality achievable.

    There's also this game http://www.create-games.com/download.asp?id=8127 which again gives a taste.

    I composed the music for this one, and would happily compose the music for the community game - download the game and listen to the tracks if you want to hear what I can do (I received excellent feedback re. the music).

    I would show some of the games I've been producing myself, but my main project Ye Olde Knights of Yore (Yokoy) is still early in development, so not much to show, other than GUI and plans. (Although you can see my original version made nearly a decade ago - I got an awesome fanbase following after releasing this game http://www.create-games.com/download.asp?id=644 )
    Last edited by Asholay; 21-07-2010, 07:55.

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      #3
      That's great Asholey, I don't think the assets are an issue, we've got some amazing artists and musicians up for this already.

      Ideally we need to find someone who is comfortable working with something like fusion which I presume is readily available for use, which means others can attend to non coding aspects.

      Pc or XNA is fine.

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        #4
        No problem, I am an advanced MMF programmer but doubt whether I can fully commit to the time requirements at present; I do know some excellent MMF programmers, but they are outside this community, so while they could produce an excellent game, it wouldn't be fully NTSC community made - which defeats the object.

        If someone else on here also uses MMF, even at a lowish level, I could certainly work alongside them and do the more complex parts, or rework things for memory efficiency - maybe a vulgar front-page thread titled 'Can you use MMF?' would flush out other potential programmers.

        I definitely think MMF (or a similar product) is the way forward with this, as you get visible, working results quickly and easily which helps drive projects forward; I've never worked in scripted languages (except BASIC!), but can imagine it could sap all the fun out of a small thing like this.

        In answer to your question - yes, MMF is readily available to use (License based software). I have my own legal copy (although it's not the highest level so would require the MMF logo in the game somewhere) and I presume any other programmer would have a legal copy as well - so it would be fine. Also, if anyone wanted to help program, they could download the demo (free 30 days) to get a feel for the product, then buy the cheapest version if they wanted to continue helping.

        edit - (I'm sounding commission based here, but am not affiliated with Clickteam or anything - I just think this sort of package is perfect for what needs doing.)
        Last edited by Asholay; 21-07-2010, 07:55.

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          #5
          I've used the original click and create, followed by multimedia fusion (which I purchased). I should have no problems making the transition to multimedia fusion 2 is we're going ahead with that. I'd be happy working with Asholay in that case, and perhaps learn as I go along.

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            #6
            Just followed a tutorial for MMG2 and made myself a little game with a spaceship, rough around the edges doesn't even begin to describe what I made but the software is really easy to use and I already have a good idea how I'd use what I had learned to make a basic platform game.

            Good Call Asholay

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              #7
              I remember Klik and play. Made a game using it.

              My worry with it would be that you created games based on events and the scripting was very limited. It meant you hit a brick wall the second you wanted to do something that messed with core mechanics (for example, replace mario style jumping with Prince of Persia style).

              I understand they put some proper scripting in the latest versions but I'm not sure how much control they give you.

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                #8
                Hey smurfy, MMF2 is exceptionally advanced when you get into it; the event-driven nature wouldn't be a problem in the slightest as it has come a million miles since KNP.

                You mention 'movement' as an example, but you would code a custom movement engine rather than use one of the tutorial style built-in ones. That way you retain full control of how it works and could simply use the 'groups' feature to change it. For example, have a 'POP movement', 'Mario movement' and 'frogger movement' groups - then activate and deactivate them as required to completely overhaul how your player moves during run-time; it is very flexible when you know how. I've got literally 20 years or so of experience on these products, and when you know how things are done, you can get very good results. A first-time/one-off user will be able to put something together nicely, but nothing close to a familiar user .

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                  #9
                  I may have a go with the tool. The fact you can export to SWF and Java makes this much more viable as a piece of middleware.

                  That developer's licence is pricy though

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                    #10
                    Is there any problem with using straight XNA for PC/360?

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                      #11
                      The lack of C# coders here is a big problem

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                        #12
                        What smurf said. It's not a language I have any desire to learn either. It only exists because MS couldn't control Java! </cynic>

                        I should take a look at it some time.

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                          #13
                          Can't you use C++ in XNA?!

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                            #14
                            kind of but all the cool C++ bits are forbidden in managed assemblies (a requirement for XNA) so there's no point.

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                              #15
                              Check out my mad developing SKILLZ

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