Jump to content

  • Log In with Google      Sign In   
  • Create Account


Member Since 16 Jun 2005
Offline Last Active Today, 12:49 PM

#5168541 is multimedia fusion 1.2 for programmers?

Posted by shadowisadog on 22 July 2014 - 07:16 PM

I have a lot of experience with Multimedia Fusion (I have used KNP, TNG, MMF, MMF 2, and Jamagic).. I recommend using the latest version (MMF 2.5) that is available from the website (http://www.clickteam.com). If you have an older version they might have upgrade pricing available. The newer versions provide features like hardware acceleration and support for HTML5, Flash, Android, and IOS exporters.


The product is similar to Game Maker Studio, but where as Game Maker studio has a limited visual scripting system and then relies on the GML language, MMF 2.5 (and other versions) have a complete visual scripting system based on events in a grid layout. There are also a number of extensions that support various scripting languages (I at one point programmed a Lua extension for MMF 2, but this was a number of years ago).


One interesting difference that MMF has compared to Game Maker is that it has support for creating applications as well as games. This can be good if you want to create your tools in the same toolset that you are using to create your game. I worked for a time on an isometric editor that was created inside of MMF.


In my years of using it I found that it provided quite a bit of power and flexibility with its visual scripting system. I program in C++ for a living and while I probably would opt for a non-visual scripting system, for quick prototypes or for making games within a certain scope I might pick up MMF 2 again :). The toolset does allow you to leverage a lot of functionality in a short time span.


I think that you and anyone reading this will find that the "right" tool for the job often changes per project and per the requirements. In my opinion a great developer knows a wide variety of tools and uses the available tools to develop a product or solution in the most efficient manner.

#5147657 Using C++

Posted by shadowisadog on 17 April 2014 - 09:25 AM


Then you could make a text adventure game. The first attempt people have at doing this typically is quite terrible.


I think this is also bad advice. After seeing beginners trying text adventures for three years now, I'm yet to see any of them finish a particularly good one or learn very much from their attempt.


I disagree because often the subject of data driven programming gets brought up from the attempt. Failure is perfectly fine in this context, the entire point of the exercise is attempting to create something. Text adventure games are deceptively "simple" and can involve complex data structures, regular expressions, and various forms of file IO.


I don't see where we are ones to judge what people learn from attempting to create certain programs.


Anyway I have failed at countless things during my programming career so far, including quite a number of text adventure games. I DID learn a good bit from the attempts. I have lots of unfinished projects rotting on my hard drive, but that does not mean that any were a waste of time!

#5146623 Using C++

Posted by shadowisadog on 12 April 2014 - 07:50 PM

The path to learning how to program is to program. There are no tricks, no shortcuts, and no videos that will replace experience.


To learn any language to any degree of proficiency you must use them to write programs.


To learn C++ you start learning by creating console programs. You may wonder what writing a console program has to do with creating a game. You may say "but I want to make a game with graphics!". My response is that you must start from the basics and learn the data structures and design patterns involved with programming things.


Games are software. When you are ready to make a game with graphics you can pick a API or game engine and go to town, however if you must ask how to do so then you are not quite ready to make the leap.


So you start by writing a guess the number game or something like that. You have the computer say "Guess a number between 1 and 10!" and it selects a random number. You guess a number and the computer responds back if you are too high or too low.


Then you could make a text adventure game. The first attempt people have at doing this typically is quite terrible. Soon you have hundreds of if statements and you realize there must be a better way. You learn about data driven design practices.


So once again know that games are software, and learn how to write programs. Write small programs and then write more complicated programs. Write LOTS and LOTS of programs. Pick something you want to program and figure out how to do it! Then you will not need to ask the question of how to expand your knowledge of C++ towards game programming... because you will know.


Programming is essentially all problem solving. You have a problem and you break it into smaller problems. You break the problem down enough until you have something you can Google. Then you put all of the pieces together and you have a program. Then the program doesn't work and you have to figure out why. That is programming.

#5145230 Is GameMaker any good?

Posted by shadowisadog on 07 April 2014 - 10:15 PM

How does Unity support more platforms for less than Game Maker?


If you want to export a Game Maker game to Windows, Mac, Android, IOS, HTML5, Ubuntu, and Windows 8  you could purchase the master collection for $800. https://www.yoyogames.com/studio/buy


With Unity you would be paying $75 a month, plus $75 a month for Android and another $75 a month for IOS. That is a total of $225 a month for a subscription. If you purchased it all at once like with Game Maker, you would pay $1500 for Unity Pro, $1500 for IOS, and $1500 for Android. That is $4500. https://store.unity3d.com/products


I tried Unity 2D, but I personally found it more difficult to use than Game Maker. It is possible that I did not give Unity 2D enough of a chance. I have used Unity 3D and I found that good for working on 3D titles, I just felt that the 2D aspect was not as simple as some other tools.


For instance with Unity 2D (correct me if I am wrong) you have to place the sprites in basically what amounts to a 3D world (IE you still have a 3D camera). This can be really good and allow for a lot of flexibility. However I find that working with pixels in Game Maker it is more straight forward to place sprites in a 2d level.


I think that they are both very good tools and that both are worth a try.

#5143326 My first dev software

Posted by shadowisadog on 30 March 2014 - 05:38 PM

Everyone starts off with "basic" programming skills. The way to improve is to practice. The key is to start small and not give up.


There is however PlayMaker for Unity: http://www.hutonggames.com/

#5140494 Is GameMaker any good?

Posted by shadowisadog on 19 March 2014 - 06:59 PM


1) yes they have their own language

6) vlambeer is doing quite well http://www.vlambeer.com

Game maker is a nice tool for 2D games, but it's not gonna land you a job anywhere fancy.. But then again no single engine will do that. Make a super game and take it from there. And for that vlambeer have proved that it works great. Check out ridiculous fishing if you want to see what game maker is great at.


He mentioned specific languages, and languages plurals... Unless they have updated that since I used it, no they can't. They have their own scripting language, but that's all they have. (just checked, they have support for HTML5)


And for the price, no it isn't a good thing to start with or really use. You are wasting money to give to an inferior product. Any one that needs it would do much better to use basic javascript + CSS or HTML5 or learn a language to make a basic text based game than using it and anyone that just wants a tool to make things simpler, there are much better and cheaper options out there.


But over all, DL the free version, see if you like what you see and decide for yourself... Though I would suggest a much better option is simply, instead, grab its tutorials and you can use them to construct the game in python or C++ or anything else, and that would serve you much better.



Game Maker HTML5 can use JavaScript, and it is also possible to write extensions for it. GML is also fairly powerful and can do quite a bit of things.


The price is cheap for the product compared to the cost of developing a game. For example Game Maker Standard is $50. Professional is $100. For $800 you get a ton of features including IOS, Android, HTML5, Ubuntu, Windows Phone 8, Windows, and Mac platform support. If that is too pricey then the modules are sold individually as well ($200 for Android export is not expensive IMO). If Game Maker is so "inferior" and if there are better/cheaper options out there, please suggest the superior options.


Using Game Maker is perfectly valid and I feel it is a great way to start out. I started out many years ago using similar programs (although less powerful!).

#5139836 Can Unity Do this in-engine?

Posted by shadowisadog on 17 March 2014 - 06:25 PM

Unity 2D can support graphics like that. The graphics are primarily determined by a team's artistic capabilities rather than the engine. So if you want those graphics in a game then you draw them. If you want comic strips, then you draw them.


Most engines should be capable of producing that given talented enough artists.

#5137690 unity3d Storage/data files type?

Posted by shadowisadog on 09 March 2014 - 08:20 PM

Each format and method of storing information has advantages and disadvantages.


Plain text files are simple but your generally looking at custom parsing code that is developed for your particular application. Using the format in other tools would mean developing a similar parsing routine in the other applications. XML provides a means to exchange data between tools without having to write the parsing routines yourself. XML is also less brittle then a plain text file (you can add data to an element without making large changes to the parsing code). However XML does make for larger files then a plain text file. There are some other alternatives such as JSON or YAML.


A plain text file or an XML file can be stored internally to your application as a database (you can convert the records). Databases allow you to perform a query to return information about your dataset. One example might be if you needed a way to return all shields that had a strength less than 50. In general relational databases are not often used in game development, except in some limited contexts. The general opinion seems to be that relational databases (such as SQL) are too slow for real time games. However some web games and multi-player games do use relational databases for persistent data.


How you organize and store your information matters when it comes to maintainability, interoperability, data processing/look up time, and persistence.

#5136536 I wanted to enter into this vast mobile game development world but unaware

Posted by shadowisadog on 05 March 2014 - 09:43 AM

The following are some cross platform options for making games for IOS and Android.


Game Maker Studio: https://www.yoyogames.com/studio


Multimedia Fusion 2: http://www.clickteam.com/multimedia-fusion-2


Cocos2d: http://www.cocos2d-x.org/


Emo Framework: http://code.google.com/p/emo-framework/


Citrus Engine: http://citrusengine.com/


There are a LOT of options out there! With so many options available if your desire is to make a cross platform game, I highly recommend using an existing solution instead of making your own.

#5122943 Help me make the first step

Posted by shadowisadog on 11 January 2014 - 05:32 PM

Personally I am not a fan of UnrealScript. I have done some work in UDK and even written an article (http://www.gamedev.net/page/resources/_/technical/game-programming/using-c-managed-dlls-in-udk-r3203) or two about using it, however for the game project I am currently working on we abandoned UDK in favor of Unity.


When using UDK (without source code access of course) it seems that you are very tied into the Unreal way of doing things. The editor and graphics capabilities of UDK are top notch, however I think Unity provides more flexibility when it comes to programming possibilities.


I think others might be neglecting the fact that unless you have some serious cash and connections or are an established studio (in which case you might not be asking this question) you will NOT have C++ source code access to the Unreal engine in the current version. That is just not going to happen period. According to http://devmaster.net/devdb/engines/unreal-engine-3 :



Cost is estimated to be more than $700,000



In that case then UDK is not a C++ engine but an UnrealScript one for development (with the possibility to use DLLs, but that will not work on mobile).


Also keep in mind that for UDK 4 UnrealScript is being dropped in favor of C++. http://forums.beyondunreal.com/showthread.php?t=198378 . I do not know if it is a good idea to invest in a proprietary scripting language that is being replaced in the future. At least coding in C# or a standardized language provides potential that some of the source code base could be moved over to other technologies. UDK 4 might be a good option for a C++ engine (assuming there is a version for indie developers that has C++ available...) but that is going to be some unknown amount of time in the future.


I am assuming the people who developed the games on this list: http://unity3d.com/gallery/made-with-unity/game-list found that Unity performed reasonably for them as they were able to create games in it.


I wonder for instance if the developers of the game https://www.mwtactics.com/landing/ from the above list realize that they really need the power of C++ to save them from having to completely start over? How embarrassing for them indeed.


I am not a Unity "fan boy", but I do think it is a decent tool. I am not a fan of the fact that the pro version costs $1500 or that other licenses for other platforms cost even more for instance... however it seems to be a fair price if you are an indie studio serious about creating a game.


Realistically unless you are a major AAA game studio I think Unity is a reasonable choice. It may be true that no AAA games have been created in it and it may be true that it is not the ideal choice if you are after extreme performance, but that does not mean that it is not an acceptable choice for an indie game or for a beginner.


Anyway the true answer is pick the right tool for the job period. Perform a technology evaluation and consider your specific needs when picking technologies. Do not just blindly jump on ANY bandwagon no matter how much it is recommended. Pick technology based on REQUIREMENTS.

#5122299 Help me make the first step

Posted by shadowisadog on 08 January 2014 - 10:09 PM



I'm a long time C++ programmer (hobby) and lately I've been poking C# with a few small projects. I've always had the feeling that all these online MMO medieval games were too "fantastical" and out of line. So I thought my next project could be making one of my own.


Here's what I think I want to create:

- A realistic medieval society kind of simulator.

- Isometric perspective, or 2.5D, or 3D 45º i don't really know what you call it. It would look between this:



and this: 





I havent decided yet the exact look, but you get what I mean.

- Also, ideally it would be playable by a lot of people at the same time, like Diablo.


Suming up, I'm a programmer who knows nothing about 3D or game design but I'm a very fast learner and I'm willing to invest money too (i was thinking to hire an artist if i see it's too time consuming for me for example).


What I need to know is, what technology should I use? What software does one use to achieve what I want to achieve? Should I go Unity? Should I build it from scratch using some engine? Which one and why? What should I use to do the art part? What's the general process of developing a game such as mine?


I really hope there are skilled enough people here to answer these questions.


Thank you very much!


I am going to take a different approach and rather then explain why you shouldn't do this project (as many others have already done so), I will take a bit of time to explain how I would go about doing this project.


If I were setting out to make an isometric MMO game from scratch right now I would start off by doing the following:


0. I would conduct market research to determine if the public wanted this game and perform appropriate cost/benefit analysis to determine if this was a viable project. Knowing the the project was going to cost several million dollars (or so) to develop, I would need to make sure that I was going to get a return on my investment. I would need to probably have some industry connections in order to secure venture capital to fund my project and/or to convince investors that my project was a good idea.


1. I would fully design the game mechanics, plot, quests, mechanics, ect. To make a "realistic" game is going to involve a lot of research and so I would go find reference documents and spend a great deal of effort figuring out exactly what world I was trying to create. If I had artistic skills I would create some crude concept art to show potential artists.


2. After I created the design I would start working on a technical design document. I would consider what I wanted to create and the required technology to actually pull that off. Using my experience I would select a proper technology. I would "probably" pick Unity because it has good language support, it is cross platform, and it is very popular (so that means high community support and available resources). I personally wouldn't "roll my own".


3. I would research how to construct a client/server architecture in Unity. I might start by making a simple authenticated chat program. I would look into authentication and security concerns, combined with developing a server/database backend, and defining a messaging protocol (or selecting one) for my game. I would do some research into how to build a scalable architecture.


4. I would start by getting a player moving around in the game world. I would add collision detection and I would start working on inventory control, spell system (if you have spells), and the in game tutorial.


5. I would early on consider how I was constructing my quests and the "quest engine".


6. At the point where I have gotten this far and I have a technology base with a plan and hopefully some investors, I would start trying to recruit people to join my team. I would make sure I had appropriate legal paperwork such as NDAs, revenue/worker agreements and other legal paperwork ready. 


Throughout all of this I would be using project management software, doing labor forecasting, conducting technology evaluations, performing interviews, researching hardware options for the servers, setting up source code management/coding standards, ect.


Basically this is a BIG project that takes lots of money, time, talent, and dedication. You say or seem to suggest that you can bring all of that to the table, so best of luck to you.

#5122045 openCl setup

Posted by shadowisadog on 07 January 2014 - 07:05 PM

This might help:




You could use dependency walker to figure out the functions.




This is not guaranteed to work though... It would be far better to download the SDK if at all possible.

#5121239 [Solved]How to make variable for item[Adventure Text Game]

Posted by shadowisadog on 04 January 2014 - 05:16 PM

I think a good place to go from here would be to revise your code so that you store the rooms and descriptions in a configuration file (Such as JSON or XML).


You could store what items you have using a python dictionary.


Doing these things will allow you to expand to your game without having to increase the size of your code.

#5119114 Is using an existing library, actually cheating?

Posted by shadowisadog on 24 December 2013 - 05:35 PM

Alright, I am an aspiring game developer (mostly interested in the field of programming and general design/storywriting) currently learning C++. Actually, I do have a good hold of the language in topics ranging from basic procedural programming with standard output to some novice OOP. I have been learning programming since I was 15, but that was mostly algorithmic stuff and only now at my 21 years have I started a serious self-educational campaign, by buying a book and allocating -that word is growing on me- dedicated study and practice time. I was a gamer probably since when I was back in my mother's womb, but the desire to make something of my own has been eating my insides for a long time now. Oh, and I have some form of OCD-related perfectionism. You might need that information to answer.


Anyway, I managed to convey my enthusiasm to a coed at Physics school and good friend of mine, who is also serious about it - and a very talented artist. He too wants to learn programming, but mostly focuses on the digital art aspect of game development. We decided to form a small study group to practice together and learn, by setting small goals and achieving them to gain some experience. Since we both can handle the language well enough for beginners, we decided to try our hands at SDL. I find it a very good beginners' library with a relatively high level of abstraction, but that comes at a psychological cost for me. While I read every line of the tutorials and try to understand what each chuck of code really does, I'm not an expert in C++ and DO end up with questions, but I also use the code to my own devices (I'm currently working on a small graphical Rock-Paper-Scissors game). Long story short, I feel like I'm just dragging and dropping stuff. And that murders the side of me that loves technicalities.


I know this is all more of visit to the therapist than a game dev related question, but I do value your opinion very much. So, to distill this to a question instead of a philosophical text: do you think a beginner should first tame the language as best as they can and then even think of making a game, or is the practice of 'just doing it' and understanding along the way a better alternative to actually learning?

Thank you very much for your time.

Peace out, Jim.



Both are valid options. The key is to gain experience. You can gain experience in a number of different ways but it all depends on your goals.


If you want to make a game then use the highest level library that you can get away with.


If you want to understand every little detail of how the game works (but maybe not actually create a game) then do that.


Using existing libraries, high level programming languages, and even game creation software is not cheating. It is being practical.


Time is finite and so we must use our time in the best possible manner. Recreating the wheel while an interesting thought exercise is not necessary in every circumstance.


So use SDL, use SFML, use Python, use Game Maker...  Make your game with the knowledge that the fleeting technologies you use today are not what matters, but what you learn along the way.

#5115818 Creating an Open World game

Posted by shadowisadog on 09 December 2013 - 10:02 PM

To elaborate on that, I would recommend staying away from all scripting languages and lesser known languages. Why? You want to not only make an awesome game, but gain valuable and reusable skills, using tools that are widely excepted and used by as many people as possible (in case you strike it rich and need to hire people for the next release :-)


Here is a list of games that use Python as a scripting language: https://wiki.python.org/moin/AppsWithPythonScripting


Here is a list of games that use Lua scripting: http://en.wikipedia.org/wiki/Category:Lua-scripted_video_games


Scripting is a valuable part of modern games and it is a reusable skill. These tools are widely accepted and they are used by many people.


I specifically recommend against staying away from all scripting languages :).