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Game maker studio 2 vs 111/15/2022 ![]() ![]() ![]() The structure of Unity is based on C#, but you can also code in java. That's not to say it is a bad system, just a very closed system. The difference between those games and anything your going to start out with, is that those games took many years to build up to the quality they present. Personally, I use Unity as the desire of using GameMaker is only fueled when you hear about something like Hotline Miami or Gunpoint being developed on it. To take it a step further, there are a number of quality books available in e-book form and good old fashioned paperback. These tutorials range from 2D to 3D, so you'll get a good taste of both worlds. Fortunately however, there are a number of quality tutorials in both written and video form on the internet. When you first launch Unity you are going to be overwhelmed. The interesting thing about Unity is it's versatility. I've been using GameMaker off and on for around 11 years and while Unity is certainly very cool, I think I'd rather use UE4 than Unity if I was trying to work on a big project. If it's good enough for the original version of Hotline Miami though then it's good enough for me. However, it might not be as good for something polished and it's probably way worse to use if you're working on a team with multiple programmers. I've used both and if you just want to hack something together for fun I find that GameMaker is a lot better and easier. The GameMaker Community forums are also a great place to learn if you don't know how to program - people will generally help you even with very beginner questions. Plus, GameMaker (on Windows for sure at least, not sure about other platforms) can use DLL extensions written in C++ to do almost anything (eg. If you don't know how to program I would definitely suggest GameMaker over Unity - you can do lots of stuff with their drag and drop scripting system and each drag and drop block has a code equivalent so over time it will teach you how to completely script your game if you wanted to. Without them, most of my tutorials and work in the last few years simply would not exist.GameMaker is absolutely fantastic. Thank you to each and every one of my patrons for believing in the work that I do and keeping it going and growing and improving these last few years. But even though I offer these benefits I'm clear about wanting to keep my core educational content free and available to everyone. So if you like my work, if you find it helpful, or even if you think that my stuff could help, encourage and teach others who want to get into games development, then please consider becoming a patron of my work! Patrons get access to all sorts of cool stuff including source code, early release videos and so on. Those are the people who should influence it, not advertisers or YouTube's algorithm. I would rather be funded solely by great people that care about my work. And the latter consumes time I would rather spend creating better public content more frequently.Īdverts and the "normal" paths to success on YouTube demand a style of content that favors retention, clicks and mass market appeal rather than quality and depth. The former isn't worth a lot of money, not enough to support the time I spend on this work. I used to support my YouTube work with adverts and freelance work. I want to create stuff that everyone can use. I really don't want to charge for tutorials, sell books or create courses behind a paywall. Making high quality tutorial videos and content for developers takes a long time and a lot of effort. I make tutorial videos, livestreams, tools and assets for GameMaker Studio 1 & 2 and game development in general. Who am I?I'm Shaun Spalding, I'm an ex-Ubisoft game designer and independent game developer. ![]()
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