8 hours ago, JulieMaru-chan said:
Why would I program my own physics from scratch in this? If I want to program, I am perfectly capable of making my own game. The appeal to a game like this is the idea that you can make levels or "games" without having to program. Not that you have to learn a whole new scripting language and code it yourself.
Because it's fun and give you more flexibility in what you can create. If my character needs to wall jump - no problem. Just program it in! If I just need a simple game of snakes and apples, no need for complex platforming physics. The engine itself does not do much. It just initializes the sprites, calls their process methods, takes care of background and sprite rendering, and provides an api for camera, collision detection, and warp handling. You can write almost any type of 2D games. Right now I am focusing on character programming in order to get more content into the app. And the fun thing is that you learn something!
8 hours ago, JulieMaru-chan said:
Nope. Why would I do that? I don't want to cripple my system like that, and there's no way a game like this is so valuable that I would want to make it the only game running on a computer.
Some people might want to build a Francois DIY box for $150 or so. I built one, it's cool. And Francois DIY is not a game it's a tool to create games. I think it's beautiful and am excited about how it will evolve in the future. I rewrote the code base about 2 or 3 times and each time it gets better.
8 hours ago, JulieMaru-chan said:
That doesn't make it open source. It's not about source code being available. It's also about giving the user permission to modify and redistribute it, so that they can actually use the source code.
I call it open source because the source is available to there is an intention to let people hack the system. I don't have to provide a license for that.
Francois DIY does not work the way you think it might. I suggest looking through the source to see how I built the system.