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** [=RPGMaker=] is, obviously, for {{Role Playing Game}}s. The latest model is [=RPGMaker=] VX, which has been translated into English and is available in demo form with a registration price of some $60. The previous version, RPG Maker XP, was released similarly. Prior versions, including [=RPGMaker=] 95 (97?), [=RPGMaker=] 2000 and [=RPGMaker=] 2003 (aka 2k3), were never translated into English, so any English-language versions you find across the Internet are (a) buggy and (b) illegal. And by "buggy" I mean, for example, that the routine to allow you to enter character names doesn't actually work for everyone.
*** There are [[YumeNikki plenty]] [[AlterAila of]] [[VacantSky high-]] [[AraFell quality]] [[ExitFate ga]][[TheReconstruction me]][[IMissTheSunrise s]] [[MasterOfTheWind made]] [[AHomeFarAway in]] RPGMaker, a few of them arguably better than some actual [=RPG=]s. It is also possible to make non-[=RPG=]s in the maker (there have been platformers and ''{{Civilization}}''-style games made), but it is difficult and not usually worth the effort.

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** [=RPGMaker=] is, obviously, for {{Role Playing Game}}s. The latest model is [=RPGMaker=] VX, which has been translated into English and is available in demo form with a registration price of some $60. The previous version, RPG Maker XP, was released similarly. Prior versions, including [=RPGMaker=] 95 (97?), [=RPGMaker=] 2000 and [=RPGMaker=] 2003 (aka 2k3), were never translated into English, so any English-language versions you find across the Internet are (a) buggy and (b) illegal. And by "buggy" I mean, for example, that the routine to allow you to enter character names doesn't actually work for everyone.
illegal.
*** There are [[YumeNikki plenty]] [[AlterAila of]] [[VacantSky high-]] [[AraFell quality]] [[ExitFate ga]][[TheReconstruction qual]][[{{Quintessence}} ity]] [[LastScenario g]][[ExitFate a]][[TheReconstruction me]][[IMissTheSunrise s]] [[MasterOfTheWind made]] ma]][[TheWay de]] [[AHomeFarAway in]] RPGMaker, a few of them arguably better than some actual [=RPG=]s. It is also possible to make non-[=RPG=]s in the maker (there have been platformers and ''{{Civilization}}''-style games made), but it is difficult and not usually worth the effort.
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*** There are [[YumeNikki plenty]] [[AlterAila of]] [[VacantSky high-]] [[AraFell quality]] [[ExitFate games]] [[MasterOfTheWind made]] [[AHomeFarAway in]] RPGMaker, a few of them arguably better than some actual [=RPG=]s. It is also possible to make non-[=RPG=]s in the maker (there have been platformers and ''{{Civilization}}''-style games made), but it is difficult and not usually worth the effort.

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*** There are [[YumeNikki plenty]] [[AlterAila of]] [[VacantSky high-]] [[AraFell quality]] [[ExitFate games]] ga]][[TheReconstruction me]][[IMissTheSunrise s]] [[MasterOfTheWind made]] [[AHomeFarAway in]] RPGMaker, a few of them arguably better than some actual [=RPG=]s. It is also possible to make non-[=RPG=]s in the maker (there have been platformers and ''{{Civilization}}''-style games made), but it is difficult and not usually worth the effort.

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[[IThoughtItMeant Not to be confused with]] [[http://www.yoyogames.com/make Mark Overmars' Game Maker]] which is sufficiently complex to be considered a full-fledged 2D GameEngine, or for that matter [[http://www.gb64.com/game.php?id=3072 Garry Kitchen's GameMaker]], a {{Commodore 64}} application released in 1985.



* Despite being the TropeNamer, [[http://www.yoyogames.com/make Game Maker]] is [[NonindicativeName not a Game Maker]]. It is sufficiently complex to be considered a full-fledged 2D GameEngine.
** An earlier TropeNamer is [[http://www.gb64.com/game.php?id=3072 Garry Kitchen's GameMaker]], a {{Commodore 64}} application released in 1985.
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** While it started life as simply a faithful reverse-engineered version of the original ''[[Game/TheLegendOfZelda Legend of Zelda]]'', it quickly grew into an engine for creating one's own Zelda-style games based on the ''Zelda 1'' engine. The current development versions add scripting to the mix of features.

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** While it started life as simply a faithful reverse-engineered version of the original ''[[Game/TheLegendOfZelda ''[[VideoGame/TheLegendOfZelda Legend of Zelda]]'', it quickly grew into an engine for creating one's own Zelda-style games based on the ''Zelda 1'' engine. The current development versions add scripting to the mix of features.
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* ''WarioWare DIY'' is a Game Maker that offers an easy-but-effective game making engine, though the games are limited to the four- to eight-second duration the series is known for. A [[GameMod hack]], however, can be used to create "boss-type" games, which have no time limit.

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* ''WarioWare ''VideoGame/{{WarioWare}} DIY'' is a Game Maker that offers an easy-but-effective game making engine, though the games are limited to the four- to eight-second duration the series is known for. A [[GameMod hack]], however, can be used to create "boss-type" games, which have no time limit.
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I added atmosphir. Because it\'s awesome.

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* ''Atmosphir'' is a ''GameMaker'' that as of this writing includes platforming, multiplayer coop, multiplayer battle, and racing. Despite all these genres, it is not yet a full-fledged ''GameEngine''.

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* Any Bethesda game based on the Gamebryo GameEngine (TheElderScrolls III and IV, Fallout3) have editing tools released by Bethesda that have full functionality with which they created the game, allowing Total Conversion [[GameMod Mods]] to be created. (In addition, FalloutNewVegas can be edited with the Fallout3 version of the editor.) Nehrim is one such example of a mod (in this case, using the Oblivion Engine)
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* Any Bethesda game based on the Gamebryo GameEngine (TheElderScrolls III and IV, Fallout3) have editing tools released by Bethesda that have full functionality with which they created the game, allowing Total Conversion [[GameMod Mods]] to be created. (In addition, FalloutNewVegas can be edited with the Fallout3 version of the editor.) Nehrim {{Nehrim}} is one such example of a mod (in this case, using the Oblivion Engine)
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<<|VideogameCulture|>>
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* Any Bethesda game based on the Gamebryo GameEngine (TheElderScrolls III and IV, Fallout3) have editing tools released by Bethesda that have full functionality with which they created the game, allowing Total Conversion [[GameMod Mods]] to be created. (In addition, FalloutNewVegas can be edited with the Fallout3 version of the editor.) NehrimAtFate'sEdge is one such example of a mod (in this case, using the Oblivion Engine)

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* Any Bethesda game based on the Gamebryo GameEngine (TheElderScrolls III and IV, Fallout3) have editing tools released by Bethesda that have full functionality with which they created the game, allowing Total Conversion [[GameMod Mods]] to be created. (In addition, FalloutNewVegas can be edited with the Fallout3 version of the editor.) NehrimAtFate'sEdge Nehrim is one such example of a mod (in this case, using the Oblivion Engine)
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* Any Bethesda game based on the Gamebryo GameEngine (TheElderScrolls III and IV, Fallout3) have editing tools released by Bethesda that have full functionality with which they created the game, allowing Total Conversion [[GameMod]]s to be created. (In addition, FalloutNewVegas can be edited with the Fallout3 version of the editor.) NehrimAtFatesEdge is one such example of a mod (in this case, using the Oblivion Engine)

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* Any Bethesda game based on the Gamebryo GameEngine (TheElderScrolls III and IV, Fallout3) have editing tools released by Bethesda that have full functionality with which they created the game, allowing Total Conversion [[GameMod]]s [[GameMod Mods]] to be created. (In addition, FalloutNewVegas can be edited with the Fallout3 version of the editor.) NehrimAtFatesEdge NehrimAtFate'sEdge is one such example of a mod (in this case, using the Oblivion Engine)
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* Any Bethesda game based on the Gamebryo GameEngine (TheElderScrolls III and IV, Fallout3) have editing tools released by Bethesda that have full functionality with which they created the game, allowing Total Conversion [[GameMod]]s to be created. (In addition, FalloutNewVegas can be edited with the Fallout3 version of the editor.) NehrimAtFatesEdge is one such example of a mod (in this case, using the Oblivion Engine)
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* Despite being the TropeNamer, [[http://www.yoyogames.com/make Game Maker]] is not a Game Maker. It is sufficiently complex to be considered a full-fledged 2D GameEngine.

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* Despite being the TropeNamer, [[http://www.yoyogames.com/make Game Maker]] is [[NonindicativeName not a Game Maker.Maker]]. It is sufficiently complex to be considered a full-fledged 2D GameEngine.
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** And then there was ''MazeCraze,'' which essentially just allowed you to create new boards for ''PacMan'' and vary their order.

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** And then there was ''MazeCraze,'' which essentially just allowed you to create new boards and sprites for ''PacMan'' and vary their order.''PacMan.''

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* There are a veritable ton of Phoenix Wright case makers on various fansites around the Internet; some complex, some not-so complex.

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* There are a veritable ton of Phoenix Wright PhoenixWright case makers on various fansites around the Internet; some complex, some not-so complex.


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* Also on the AppleII were ''ArcadeMachine'', which used a positively Byzantine system to create shoot-em-up games.
** And then there was ''MazeCraze,'' which essentially just allowed you to create new boards for ''PacMan'' and vary their order.
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When looking at the games made with these, be warned: [[{{Ptitle3tinj4tz}} Sturgeon's Law]] is in full force.

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When looking at the games made with these, be warned: [[{{Ptitle3tinj4tz}} Sturgeon's Law]] SturgeonsLaw is in full force.
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* ''[[http://www.scirra.com/ Construct]]'' is a point-and-click system with some very deep systems for performing events and actions. Can get simple games up in as little as five minutes. Somewhat buggy due to its continual development state. No longer updating, due to...
** ''[[http://www.scirra.com/forum/viewforum.php?f=35 Construct 2]]'', while effectively in primitive, bare-bones state, basically a complete re-do of the original, but with a much better codebase thanks to the developers learning tons from their experiences with developing the original Construct. A licencing system is planned, though the fact that it won't be free is offset by the fact that its developers will be able to work on it full-time, resulting in faster updates. Designed with a modular exporting system which has the potential to allow exporting games to every platform under the sun, the first and current exporter is [=HTML5=], as it is a reasonable multi-platform starting point, effectively making Construct 2 the first native [=HTML5=] game maker. Despite its current development state, the Construct community has [[BeyondTheImpossible demonstrated its usual habit of defying limitations]] and [[http://www.scirra.com/forum/viewtopic.php?f=35&t=8476 made some neat stuff anyway.]]

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* ''[[http://www.scirra.com/ Construct]]'' Construct Classic]]'' (formerly known as simply ''Construct'') is a point-and-click system with some very deep systems for performing events and actions. Can get simple games up in as little as five minutes. Somewhat buggy due to its continual development state. No Though the official developers are no longer updating, due to...
working on it, members of the community are making new updates for it, probably until its successor catches up in terms of functionality. Speaking of which...
** ''[[http://www.scirra.com/forum/viewforum.php?f=35 Construct 2]]'', while effectively in primitive, bare-bones state, basically a complete re-do of the original, but with a much better codebase thanks to the developers learning tons from their experiences with developing the original Construct. A licencing system is planned, though the fact that it won't be free is offset by the fact that its developers will be able to work on it full-time, resulting in faster and better updates. Designed with a modular exporting system which has the potential to allow exporting games to every platform under the sun, the first and current exporter is [=HTML5=], as it is a reasonable multi-platform starting point, effectively making Construct 2 the first native [=HTML5=] game maker. Despite its current development state, the Construct community has [[BeyondTheImpossible demonstrated its usual habit of defying limitations]] and [[http://www.scirra.com/forum/viewtopic.php?f=35&t=8476 made some neat stuff anyway.]]

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** The most robust engine for 2D {{Fighting Game}}s out there, MUGEN sports a huge variety of features that enable makers to do damn near anything with it. There are a few full games out there, mostly fan games like ''Brutal Paws of Fury Remix'' and ''MortalKombat: Integral'', but far more common are stand-alone characters that can simply be plugged into the engine and used against each other in an [[UltimateShowdownOfUltimateDestiny anything-goes slugfest]]. Unfortunately, Elecbyte, the makers of MUGEN, have long since disappeared from the internet, leaving development frozen.
*** They came back (i'm not kidding) and released a new version of MUGEN with new features and HD support... Sure it's buggy as hell and for some it's simply doesn't want to start up (mainly for XP SP3 users)... but still, THEY CAME BACK!.

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** The most robust engine for 2D {{Fighting Game}}s out there, MUGEN sports a huge variety of features that enable makers to do damn near anything with it. There are a few full games out there, mostly fan games like ''Brutal Paws of Fury Remix'' and ''MortalKombat: Integral'', but far more common are stand-alone characters that can simply be plugged into the engine and used against each other in an [[UltimateShowdownOfUltimateDestiny anything-goes slugfest]]. Unfortunately, Elecbyte, the makers of MUGEN, have long since disappeared from the internet, leaving development frozen.
*** They came back (i'm not kidding) and released a new version of MUGEN with new features and HD support... Sure it's buggy as hell and for some it's simply doesn't want to start up (mainly for XP SP3 users)... but still, THEY CAME BACK!.

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* ''[[http://www.scirra.com/ Construct]]'' is a point-and-click system with some very deep systems for performing events and actions. Can get simple games up in as little as five minutes. Somewhat buggy due to its continual development state.

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* ''[[http://www.scirra.com/ Construct]]'' is a point-and-click system with some very deep systems for performing events and actions. Can get simple games up in as little as five minutes. Somewhat buggy due to its continual development state. No longer updating, due to...
** ''[[http://www.scirra.com/forum/viewforum.php?f=35 Construct 2]]'', while effectively in primitive, bare-bones state, basically a complete re-do of the original, but with a much better codebase thanks to the developers learning tons from their experiences with developing the original Construct. A licencing system is planned, though the fact that it won't be free is offset by the fact that its developers will be able to work on it full-time, resulting in faster updates. Designed with a modular exporting system which has the potential to allow exporting games to every platform under the sun, the first and current exporter is [=HTML5=], as it is a reasonable multi-platform starting point, effectively making Construct 2 the first native [=HTML5=] game maker. Despite its current development state, the Construct community has [[BeyondTheImpossible demonstrated its usual habit of defying limitations]] and [[http://www.scirra.com/forum/viewtopic.php?f=35&t=8476 made some neat stuff anyway.]]
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this page is way outdated. it talks about GM 3. GM 8.1 had already come out, and GM is (to my opinion) better than Flash is now these days (you can easily make 3d - glasses 3d- inGM using blend modes, for example)
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** They now have a number of games that have been made with Stencyl on the site, so there is a bigger chance now that it will see the light of day.
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When looking at the games made with these, be warned: [[Main/Ptitle3tinj4tz Sturgeon's Law]] is in full force.

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When looking at the games made with these, be warned: [[Main/Ptitle3tinj4tz [[{{Ptitle3tinj4tz}} Sturgeon's Law]] is in full force.
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When looking at the games made with these, be warned: [[Ptitle3tinj4tz Sturgeon's Law]] is in full force.

to:

When looking at the games made with these, be warned: [[Ptitle3tinj4tz [[Main/Ptitle3tinj4tz Sturgeon's Law]] is in full force.
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When looking at the games made with these, be warned: [[SturgeonsLaw Sturgeon's Law]] is in full force.

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When looking at the games made with these, be warned: [[SturgeonsLaw [[Ptitle3tinj4tz Sturgeon's Law]] is in full force.
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* ''Captain Gamemaker'' was an early example, which made a list of 30 SoBadItsHorrible titles in PC Gamer UK circa 1997. A quick glance at Google turns up no results for it, but it was definitely there.

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* ''Captain Gamemaker'' was an early example, which made a list of 30 SoBadItsHorrible bad titles in PC Gamer UK circa 1997. A quick glance at Google turns up no results for it, but it was definitely there.
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WWDIY has \"short fuse\" (4 second) and \"long fuse\" (8 second) games.


* ''WarioWare DIY'' is a Game Maker that offers an easy-but-effective game making engine, though the games are limited to the five-second duration the series is known for. A [[GameMod hack]], however, can be used to create "boss-type" games, which have no time limit.

to:

* ''WarioWare DIY'' is a Game Maker that offers an easy-but-effective game making engine, though the games are limited to the five-second four- to eight-second duration the series is known for. A [[GameMod hack]], however, can be used to create "boss-type" games, which have no time limit.
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** The two most recent entries in the series, XP and VX, come equipped with Ruby scripting that allows people making a game in the maker to drastically alter the in-game engine, which allows for numerous different types of games (the most common alteration is taking the boring front-view turn-based battle system that they both come with and changing it into a side-view active-time battle system.)
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*** There are [[YumeNikki plenty]] [[AlterAila of]] [[VacantSky high-quality]] [[ExitFate games]] [[MasterOfTheWind made in]] RPGMaker, a few of them arguably better than some actual [=RPG=]s. It is also possible to make non-[=RPG=]s in the maker (there have been platformers and ''{{Civilization}}''-style games made), but it is difficult and not usually worth the effort.

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*** There are [[YumeNikki plenty]] [[AlterAila of]] [[VacantSky high-quality]] high-]] [[AraFell quality]] [[ExitFate games]] [[MasterOfTheWind made made]] [[AHomeFarAway in]] RPGMaker, a few of them arguably better than some actual [=RPG=]s. It is also possible to make non-[=RPG=]s in the maker (there have been platformers and ''{{Civilization}}''-style games made), but it is difficult and not usually worth the effort.

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* [[http://www.adrift.org.uk/cgi/new/adrift.cgi ADRIFT]] and [[http://inform7.com Inform 7]] are currently the most popular entry points for InteractiveFiction designers. ADRIFT is perhaps slightly easier for the novice, as its environment simply slots all game elements into various nested menus without scripting, but it hits its limits fairly quickly when the designer tries something out of the ordinary. Inform 7 is really more of a language than a game maker, but it's one of the friendliest languages out there (natural language statements! Playable rooms within a minute!) and it scales very nicely with the programmer's experience.

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* [[http://www.adrift.org.uk/cgi/new/adrift.cgi ADRIFT]] ADRIFT]], [[http://www.tads.org/ TADS]], and [[http://inform7.com Inform 7]] are currently the most popular entry points for InteractiveFiction designers. ADRIFT is perhaps slightly easier for the novice, as its environment simply slots all game elements into various nested menus without scripting, but it hits its limits fairly quickly when the designer tries something out of the ordinary. Inform 7 is really more of a language than a game maker, but it's one of the friendliest languages out there (natural language statements! Playable rooms within a minute!) and it scales very nicely with the programmer's experience. TADS is the most complex of the three, allowing for full object-oriented programming of game logic. All three handle very sophisticated levels of grammar parsing of commands.


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** This is not a new idea either. There were at least two products released for the TRS-80 Color Computer which allowed a user to specify vocabulary, rooms, items, and characters and then generated a BASIC program that implemented the game.
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* NeverwinterNights came bundled with a toolkit from which sprang a large modding community, supported by Bioware completely. Many module series were pretty clearly superior to the original game.
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*** There are [[YumeNikki plenty of]] [[VacantSky high-quality]] [[ExitFate games]] [[MasterOfTheWind made in]] RPGMaker, a few of them arguably better than some actual [=RPG=]s. It is also possible to make non-[=RPG=]s in the maker (there have been platformers and ''{{Civilization}}''-style games made), but it is difficult and not usually worth the effort.

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*** There are [[YumeNikki plenty plenty]] [[AlterAila of]] [[VacantSky high-quality]] [[ExitFate games]] [[MasterOfTheWind made in]] RPGMaker, a few of them arguably better than some actual [=RPG=]s. It is also possible to make non-[=RPG=]s in the maker (there have been platformers and ''{{Civilization}}''-style games made), but it is difficult and not usually worth the effort.
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** For those who want something even easier, there's the [[http://www.ragsgame.com/Downloads.aspx RAGS suite]], which is basically point and click!

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