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Why don't you designers use game engines? LOL

Started by October 19, 2003 05:01 PM
3 comments, last by Warsong 21 years, 2 months ago
This is to the non programmers, even though many of the game engines require programmers. And many of the engines suck in one way or the other, since some don't have the simplicity, flexibility, options, power, and stability, whether it be programs like klick and play, game maker, mugen, dark basic, blitz basic, game studio, gamedev’s game maker, and the rest. Some engines have some good about it but none have all the good qualities. Game makers should be simplified I think, even though most game engines cater to programmers. You can say you like some of the game engines, but many people I talked to don't like them. Would some think that it could be better, or is their no way it can be done better? Maybe 2D game engines can be better, and if people know how to make a better 2D they can make a better 3D engine. Just a thought ----------------------- Sorry about the errors, I guess I wasn’t in the mood kind of like now. Thanks for the kind works and effort Robert4818, Impossible, and Extrarious. Well at least you got the basic thing I said LOL. Also I agree Extrarius in a “simple” scripting language like in a where that you have to fill in the blanks. I tried to do a 2D engine but the programmers were lazy so it didn’t go though. [edited by - warsong on October 20, 2003 4:38:03 AM]
***Power without perception is useless, which you have the power but can you perceive?"All behavior consists of opposites. Learn to see backward, inside out and upside down."-Lao Tzu,Tao Te Ching Fem Nuts Doom OCR TS Pix mc NRO . .
I read your post, and I couldn''t understand it.

This is NOT a flame, but it is going to be some constructive criticism.

Your post made very little sense to me. I''m sure it made sense to you, and the main reason being that you had the thoughts in your head and you were able to fill in the blanks from your head and could make sense out of what you wrote. Now on boards writing like this is no big deal, what will end up happening is that your post will be ignored, but in a buisness or school related setting this could be very disasturous.

Here are some tips.

Try to sort out your thoughts. One reason this post was unreadable was that it seemed to pour out of you as a jumble of incoherant thoughts. Once you have them sorted out, you should be able to form a better post or paper.

Wait before you post and read it the next day when the idea''s aren''t as fresh in your head. See if it still makes sense.

If that doesn''t work, have someone read the post who you haven''t explained the idea to (this would be someone like me) and see if they can understand it.

Once all of those are good then work on everything else.

Don''t be afraid to take a little longer to say something at first. Then go back and condense it if you want. But I think its better to use to many words and actually get your point across, and too few (what you seemed to do) and not be able to figure out your point.

Very Respectfuly
Robert

This was not meant as a flame, but as a way for you to avoid flames...as posts like this attract non-constructive criticism.
Ideas presented here are free. They are presented for the community to use how they see fit. All I ask is just a thanks if they should be used.
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I agree with Robert... You seem to have enough spelling and grammatical mistakes that it's hard to make sense of what you wrote. This is what I think you're trying to say:


This is to the non programmers since many of game engines require programmers. Many of the engines suck in one way or the other and are not simple enough, flexible enough or lack options, power, and stability. Whether they are free of pay programs, klick and play, game maker, mugen, dark basic, blitz basic, game studio, gamedev’s game maker have some good things to it but none of them have it all.

Game makers should be simplified since it seems that physics are easier to use. Most game engines cater to programmers. Some people like them but many people I talked to don't.

Do you think that game makers can be improved? Maybe if someone creates a good 2D game engine they can use the same ideas to create a better 3D engine.




Not perfect english, but it's the way I translated your post in my head. I understand that english is probably not your native language and you probably wrote that very quickly, but once it gets to the point where most people don't understand what you're saying you need to spend more time thinking about your words and checking you grammar and spelling.

Unfortuanately, I don't really have an opinion on game makers. For the most part, I think game makers are very fun toys to play with but not very useful for serious game development except maybe prototyping. I wouldn't touch the "game basics" (blitz and dark basic), but I think they are useful for indie game development. People have created some very nice indie games game development languages (retro 64 for example). I would consider those light, game centric programming languages rather than game makers however.

The main problem with game makers is it's too easy to do the stuff the engine was designed for, so most of the games that people make end up being basically the same game with different artwork. If you want to make the game maker do something interesting and create different types of games you end up having to "abuse" the engine and hack in functionality that fits in the architecture. By the time you've done all that work you might as well have just written your own game in C++, VB, Flash, python, etc. because you'd have to have decent programming ablility to extend the game maker.

edit: Ignore all that... I realize that this is just Warsong trolling and that he can write decent english.

[edited by - impossible on October 19, 2003 12:06:34 AM]
Game makers for non-programmers are difficult, because you HAVE to have some way to control the logic of the game. The easiest way to do that is to write a program/script etc of some kind.
I''ve just started working on a game scripting engine that I think will be very friendly to non-programmers because it will have ''script line to english'' translation and vice versa so you can pick options from combo boxes and the like instead of having to memorize everything, but it will still require logical thinking. Also, the script can only control so much. My games that use the engine will still have some of the game functions (beyond the game engine) built into a dll because the script would be too slow to handle everything (like the dll will have code to compute unit paths using various algorithms {its an RTS}). Hopefully, it will be easy enough for non-programmers to script some interesting levels, but they will still have to learn a little bit of programming theory like what a variable is etc because its not made for people that won''t put forth any effort. It is meant to be a powerfull, fast, and easy to use scripting language.
"Walk not the trodden path, for it has borne it's burden." -John, Flying Monk
kingpinsz all over again...

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