Author Topic: Making Your Own Games: Where to Start?  (Read 4035 times)

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Offline Deep Lee

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Making Your Own Games: Where to Start?
« on: June 09, 2005, 05:56:49 am »
I've always thought about creating my own game. Maybe just a simple little point and click adventure like King's Quest. I've been looking around the web but havn't found anything really user-friendly enough for me to get into it, any suggestions? Maybe I should start by moding something? I've never done any kind of programming before, except for HTML and some Javascript, but I'd rather not have to type a lot. There has to be something out there for dummies to make games with. Any ideas? Gaming Steve, maybe you know?

Edit: This is the most promising game creator I've found so far: http://3das.noeska.com/download.aspx It let's you make a 3D Point & Click adventure. I think I'd rather make a 2D Point & Click though... so I can make my own animations and stuff, and SEE the character do things.
« Last Edit: June 09, 2005, 06:43:02 am by deeplee »



Offline Oviraptor

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Re: Making Your Own Games: Where to Start?
« Reply #1 on: June 09, 2005, 06:08:50 am »

Offline syphonbyte

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Re: Making Your Own Games: Where to Start?
« Reply #2 on: June 09, 2005, 07:35:13 am »
RPG Maker 2000 is a really simple thing if you just want to make a game and don't want complex programming, although you could theoretically make it pretty complex if you really wanted to. It's pretty easy to use. My only complaint is that the battle system is pretty bad.

Offline Gandysampras

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Re: Making Your Own Games: Where to Start?
« Reply #3 on: June 09, 2005, 09:04:19 am »
If you have some art skills, and you dont mind the tinyest bit of code ten you can do flash!

Offline bwl2

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Re: Making Your Own Games: Where to Start?
« Reply #4 on: June 09, 2005, 11:39:08 am »
I made one of those you come up to a large tree, do you
a. climb up
b. chop it down
c. eat it

Kinda games. But that doesnt take much skill
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Offline Borogove

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Re: Making Your Own Games: Where to Start?
« Reply #5 on: June 11, 2005, 02:48:47 pm »
I got my start using a program called Dark Basic.  I'm sure google can find you a demo version of it.

Certainly not ideal for everybody but it takes a lot care of most of the low-level 3d stuff and lets you get working on makeing cool stuff realatively quickly.  I find it worked best to start out just modifying the examples it came with until I got a feel for how games are programmed.  It has a lot of annoying quirks (reporting wrong line number for errors! >:( ), but it got me into game programming and was a lot of fun to play with back in high school.  if it is your first experience with programming it might be a little daunting though.

There's also Blitz Basic which looks very similar except perhaps a bit more user-friendly.
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Offline Deep Lee

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Re: Making Your Own Games: Where to Start?
« Reply #6 on: June 12, 2005, 09:50:55 am »
Yo Borogove, I played Squest all the way through and LOVED IT! I can't wait until a spiderman game that has that implemented! Or at least a FULL Squest, with power ups and stuff (longer tentacles, maybe BATTLES...) It's a little challenging to get a hang of, but once you do it's a very unique experience. I liked the need for water, and I can see how that could be a GREAT GAME once completed.. Are you working on a full version, cuz I want it!

Offline PineappleTheHun

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Re: Making Your Own Games: Where to Start?
« Reply #7 on: June 12, 2005, 11:18:16 am »
www.clickteam.com

Grab the TGF/MMF trial and go. Best. Game makers. Ever.
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Offline Borogove

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Re: Making Your Own Games: Where to Start?
« Reply #8 on: June 12, 2005, 12:01:53 pm »
Yo Borogove, I played Squest all the way through and LOVED IT! I can't wait until a spiderman game that has that implemented! Or at least a FULL Squest, with power ups and stuff (longer tentacles, maybe BATTLES...) It's a little challenging to get a hang of, but once you do it's a very unique experience. I liked the need for water, and I can see how that could be a GREAT GAME once completed.. Are you working on a full version, cuz I want it!

I'm glad you liked it!  Of all the games I've done I think it was the most fun to work on.  I alwas felt like it needed a few months more work though.  The levels in the downloadable version definitely weren't the best we made, but were the only ones that we managed to put together into any kind of story.  Unfortunatly, I lost the source code in a harddrive crash. (can't believe I didnt have a backup! AAARGHGRGRGR!!!! >:()  So I probably won't be expanding Squest any, but I love the gameplay mechanic of swinging around so I might make another game with it, since it really isn't that hard to program.  It's was hard to tweak all the physics variables tho. 

Interesting thing is that the game is actually kind of moddable.  Those of you who would like to mess with it can change the script files (with the "squipt" extension  ;D) to get some interesting results.  The game starts by looking at "start.squipt", which loads settings.squipt and the first level.  Level files are actually just squipt files with a different fiel extension, so looking at the .squipt and .lvl files in a text editor should give an idea of how to make your own levels and physics properties.  I might recommend starting by playing with settings.squipt.  Sorry about some of the cryptic variable names in there.  I think AELM stood for Actual-Equilibrium-Length-Multiplier.   hard to explain what some of them do with out getting into how the physics code works...

Oh yeah, also try changing line 2 of start.squipt to "RunScript Levels/Test_00.lvl".  That makes the game start out in a slightly more city-ish setting for better Spidermanishness.  Also it shows an idea I was playing with: instead of just trying to get out of the levels, you had waypoints pop up that you must try and get to fast.  If anybody makes any cool squipts, levels, or just some fun physics settings please share them!

All in all, Squest seemed to have a lot of potential that just didn't quite get tapped.  I also should mention that I worked on it with 2 other people, so I can't take all the credit.  The design, code, and test levels were by me, Jeff Beaudoin did the levels, and Patricia Banyas did the art.  part of the reason it was rushed is that we were doing it for a game design course we were in at Michigan State University. 

btw, one last side note, the instructor for that class actually got a close up shot of his face when the camera was looking at the audience in the beginning of the GDC Spore presentation video! 
Use those talents you have. You will make it. You will give joy to the world. Take this tip from nature: The woods would be a very silent place if no birds sang except those who sang best.
-- Bernard Meltzer

Check out my games:  http://www.meyermike.com

Offline s0lidmetal

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Re: Making Your Own Games: Where to Start?
« Reply #9 on: June 17, 2005, 08:01:49 am »
Make sure before you put any effort into making a game, you have an IDEA and an artist first.  And a programmer if you don't have any experience.  YOU make the game, not the software.

Online sgore

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Re: Making Your Own Games: Where to Start?
« Reply #10 on: June 25, 2005, 11:38:10 am »
make your own game game: http://clevermedia.com/game.php?myog&2

lol. yeah i know its like amazingly limited. but it is fun... i've known about it for years.
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