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Game Maker vs. Clickteam products, Which one is better in your opinion?
FoxGuy(R) |
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| QUOTE (Admiral Delmore @ Jul 5 2008, 12:23 PM) | | ...Clickteam isn't even a program, so I am guessing you just threw that comment out there wildly. Multimedia Fusion 2 has a TON of depth to it, it's open for people to create extensions to, and is MUCH easier for people to get into than Game Maker. While Game Maker certainly isn't horrible, people can make a much better game in MMF2 if they're new to it than something in Game Maker if they were new to that. There are also a lot of flaws in general with games people create in Game Maker which are VERY irritating, but people never seem to do anything about it, such as really low frame rates or graphics that are poorly animated. MMF2 is one of the best programs I've ever seen for developing 2D games, but when you move into something like 3D, while it has some extensions you can use for models, it's unlikely you could really make a fully working 3D game in it, not that it isn't possible, but it'd take a lot of work. I know Game Maker is able to handle that though, as well as Mode7 stuff, although MMF2 can handle Mode7 pretty well. |
I like this statement, although I'd say poorly animated graphics is not the programs fault.The low framerate issue is either the computer lacks the power, or the games framerate is chosen to be low as for most people don't design their games at 60+ frames(which is smooth)as for most run at 30 fps.In most games made with gamemaker every object is rendered include stuff out of your visible screen(view).There is a way to stop this and i have a idea but simply never tried it.Games with a Large databases can consume alot of memory and when it is preloaded(Loaded into memory before or during the startup of the game which can prevent a delay in room transitions or when a new sprite is displayed or a new sound is played)the memory consumption can be 2x and more.One thing is if a game console renders 30,000,000 triangles at 30 fps with no textures no shaders but a standard amount of lighting.The game uses alot of lighting,large textures(1024x1024,24bpp and larger)and with trilinear and bilinear texture at 640x480 with Full Scene AntiAliasing and the game uses around 14,975,000 triangles with no LOD and the game is high on particle effects.Can it render 60fps no slowdown?Can it even render 60fps?
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True Mario |
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| QUOTE (Admiral Delmore @ Jul 6 2008, 12:38 AM) | | What are you talking about? I don't think the program people are using make the game look bad, I think people making lousy games with the program is making THAT look bad. It's so hard to find a good Game Maker game. |
Oh, I'm not talking about you. But there are many other people who will, when commenting badly on a game, immediately mention Game Maker as part of the cons, though nobody actually lists it.
About most Game Maker games being bad, I would refer to Black Squirrel's post, mentioning why this happens. I personally believe magic can be made with any program, such as Super Mario Stardust or even what I've done with some inferior programs that worked out really well.
P.S. Just try playing, say, SMB DDX/AME and then playing Toad Strikes Back. Different, yes, but they both share the aspect of being incredible in technical terms, despite the different programs.
This post has been edited by True Mario on Jul 6 2008, 10:42 AM
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Guinea |
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| QUOTE (Black Squirrel @ Jul 6 2008, 06:19 PM) | It's a good point though, too many GM games run slower than they really should be.
And if it can be fixed why aren't people fixing it? And even more interestingly why isn't it fixed by default? The one thing I don't like about GameMaker is the fact you need a reasonably high spec computer to run anything properly no matter how optimized your code is or whatever. And also how 30FPS is a default framerate.
MMF2 loads things pretty much straight away even on old computers. That's why I like it better. |
GM is programmed in Delphi and the GML is interpreted, not compiled. Delphi is rather slow anyway, and so GM is also slow. This and GM runs a ****load of stuff in the background, even if you don't need that at all, like built-in variables, collisions, etc. So it basically does everything you need and everything it thinks that you might need and this slows stuff down.
| QUOTE | | Game Maker hasn't got any limits! |
GM has limits, on of them being the speed. You could theoretically do everything with it you could do in a real language, but due to it being interpreted, you'll always hit a speed limit unless you have a computer of the NASA.
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orange452 |
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| QUOTE (Guinea @ Jul 6 2008, 12:28 PM) | GM is programmed in Delphi and the GML is interpreted, not compiled. Delphi is rather slow anyway, and so GM is also slow. This and GM runs a ****load of stuff in the background, even if you don't need that at all, like built-in variables, collisions, etc. So it basically does everything you need and everything it thinks that you might need and this slows stuff down.
GM has limits, on of them being the speed. You could theoretically do everything with it you could do in a real language, but due to it being interpreted, you'll always hit a speed limit unless you have a computer of the NASA. |
I only have one thing to say.. very well put guinea...
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Xgoff |
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| QUOTE (Pucifur @ Jul 6 2008, 11:43 AM) | | Does MMF have an option for animated backgrounds, or do you need to have a rapid background changes like in Game Maker? Because if it does, that's another thing it has over GM. |
not directly but animated active objects or the background images extension would work provided they aren't HUEG or they'll lag
EDIT: i guess if someone's really feeling hot, they could set up a tile-based background with text blitter and replace only the pieces that need changed... sounds like absolute fun
This post has been edited by Xgoff on Jul 6 2008, 01:15 PM
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