Jump to content
  • Advertisement

TexMex

Member
  • Content Count

    6
  • Joined

  • Last visited

Community Reputation

1 Neutral

About TexMex

  • Rank
    Newbie

Personal Information

  • Role
    Writer
  • Interests
    QA
  1. In addition, I should mention that under Unity, I don't see a 2D tutorial. I hope I don't have to unlearn what I sponged under a 3D configuration. I guess it's good to learn 3D first?
  2. Hey thank you Rutin. I've decided to test the waters under the Unity platform, because it offers a 2D option that can segue into 3D if I decide to go that route. Perhaps there's a separate control mechanism between 2D vs 3D, and may not be as beginner-friendly, but I'd imagine if I'm going to learn how to program a VG, why not learn the hard way, or the relatively more difficult way? Besides, there has to be limitations when interfacing with ready-made commands versus learning how to code those commands? I guess the better question is does it matter that I learn code, because how you execute the game is how you execute it. There have been a handful of games under GameStudio that have found commercial success, despite the non-use of coding. Surely there's more you can do when you manually write a script; or has every possible, or more or less pertinent, command been considered under GameStudio, or even this Unity option to allow pre-made commands for game objects?
  3. A few more questions. What are its limitations? What's the difference between GM and other 2D platforms, besides the pricing? Would you recommend using GM's language over other languages? And If I wanted to expand the game, would GM be a flexible option? I know, a lot of questions...sorry.
  4. My biggest worry are two-fold: when using the {A} GameMaker free trial, or temporarily upgrading to "Creator Mac", how will the transition be from those two, for lack of better word, function facilities, to {B} "GameMaker Studio 2 Mobile", where it appears I'll have access to the mobile market; will {A}'s creation be wholly transferred to {B}'s facilities? In addition, what will be my financial forecast post-smart license, i.e. the current $199 investment, as far as marketing my app, or offering features within the app such as a community of online play via 1 v 1 battle matches? Lastly, what are some things to look out for in respect to Apple, Android, and Amazon, but specially Apple, when it comes to putting my app *fingers crossed* into their market, as far as finances or legalities are concerned? Ps...as the forum sub-group states, I am indeed a noob when it comes to creating a game, let alone the legal/business side of pushing an application, so if there's anything I should know as I embark on this, please humble me.
  5. In the future, if I wanted to convert my online game to an app, would this be possible?
  6. Having zero-baseline knowledge of how to create an online video game, besides a free software to create 8-bits on my MacBook, I'm interested in creating a version of the free online game Age of War, with little money as possible. Certainly, you'd require more particulars, but to begin, I want my 2-D game to be no more complex than Age of War. I'd imagine there's a few resources out there, but I'm oblivious to where. And feel free to humble me, I want to learn the ropes.
  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!