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Game Maker vs. Clickteam products, Which one is better in your opinion?
OniLink10 |
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C++ Programmer, Unofficial Physicist, and Unofficial Chemist
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| QUOTE (Draco Icebane @ Jul 9 2008, 01:16 AM) | After reading this topic, I am depressed to see that I am no longer the champion of ignorance and dodging points. Great going you idiots, you're worse at arguing than Draco is. I hope you're proud of yourselves.
This does not apply to Delmore, who somehow manages to be the most logical person in the thread.
So here's a non-biased comparison of both products. Draw your own conclusion.
MMF2: * Extremely user-friendly interface * Few technical terms / no strict syntax * Visual layout of coding to help keep track * Behavior system * Supports extensions -- with a special extension kit no less -- including a LUA scripting language extension, theoretically unlimited * Text Blitter, enough said - Default movements are ass - Relies heavily on sprites (can be bypassed easily) - Not friendly to spritesheets - Costs too much unless you're a pirate
GameMaker: * Free - registration is for eye candy and extensions * Can use drag-and-drop for simpler games * Has own scripting language with built-in documentation and syntax highlighting * Registered version supports *.dll extensions, theoretically unlimited * Behavior system - Horrible room editor interface - Relies far too heavily on sprites in the code (can be bypassed similarly to MMF2's method) - Most relatively advanced gameplay features must be coded from scratch - Uses its own technical jargon, often contrasts with other languages - Runs awfully or not at all on certain computers compared to MMF2 |
Most Biased Post EVAH! Jking, only the Downsides are Biased.
This post has been edited by OniLink10 on Jul 9 2008, 01:00 PM
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| QUOTE (Xgoff @ Sep 10 2009 @ 06:11 PM) | did you try hello's engine
make sure to not ****ing change anything before using it! |
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Xgoff |
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| QUOTE (Thunder Dragon @ Jul 9 2008, 11:44 AM) | Speaking from experience, whoever told you that is wrong. Fun fact: Toad Strikes Back uses barely any extensions at all. =D Just the save game object. And the background system box (for parallax), but I forget whether that is an extension or included with MMF 1.5, honestly. Heh. Not to brag or anything, but many seem to agree that TSB is a little more than "semi decent." ;P
The event editor may seem limited at first to coders, but once you learn how to exploit all the tricks within, you'd be surprised at what you can do, and without extensions to boot. |
i don't get the whole "but you have to use extensions" thing, because:
1. i consider ALL code-carrying objects in MMF extensions (including things like the system objects and active objects, etc), they may be compiled inside MMF itself but i'd be surprised if they weren't coded like regular extensions; so yes, no matter what you do (unless you're making a blank app with no code, you're using extensions
2. if MMF doesn't natively support something, extensions can usually add that support. occasionally CT effectively renders an extension obsolete by adding all or most of the functionality of that object to MMF (such as the fastloop object)
3. they're DLLs so they (usually) don't have to wait for some command from MMF to do something; it's not like they hold up the runtime engine or anything (but it's possible to make one that does so)
4. they can directly manipulate practically anything in the runtime engine, which makes a huge difference in speed. take that weegee/zimmer thing i made: the first one basically had lua+ call a function for X amount of objects 60 times per second, ie with 200 objects, MMF was getting 12000 function calls per second, which on my computer was about the upper limit to keep 60FPS. the second time, i rewrote it using lua+'s MMF interface (basically giving it direct access to objects' data), which allowed it to run 500 objects at 60FPS (didn't stress test it with more objects since 500 was already 450 more than i was planning on using at one time, anyway)
5. they generally don't add that much size to the exe (since each extension is only stored once, and the runtime versions have things like menus and dialogs removed)
6. it's easy as hell to find them: there's 4 packs linked to on CT's forums and the rest can either be downloaded individually as needed from the extension list site or mass downloaded through Fusion Updater
EDIT: in short, they're no different than using DLLs in GM
This post has been edited by Xgoff on Jul 9 2008, 01:38 PM
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True Mario |
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| QUOTE (Thunder Dragon @ Jul 9 2008, 12:44 PM) | Speaking from experience, whoever told you that is wrong. Fun fact: Toad Strikes Back uses barely any extensions at all. =D Just the save game object. And the background system box (for parallax), but I forget whether that is an extension or included with MMF 1.5, honestly. Heh. Not to brag or anything, but many seem to agree that TSB is a little more than "semi decent." ;P
The event editor may seem limited at first to coders, but once you learn how to exploit all the tricks within, you'd be surprised at what you can do, and without extensions to boot. |
A bit off topic, but no wonder saving was always so nice in TSB! Save files have always been my worst enemy in all games, except TSB. I probably would not have bothered to finish it, if I had been losing my save file every time I played.
But on topic, my various earlier posts convey my opinions.
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