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Thread: Steam Software is live
02-10-2012, 07:11 PM #1
Steam Software is live
And only a month late!
Available titles: CameraBag 2, GameMaker (has achievements and workshop), ArtRage Studio Pro (added as I was writing this), 3D Mark Vantage.
02-10-2012, 07:14 PM #2
I understand that it has (probably) come a lot farther than it used to be, but Valve sure picked a bad launch "title".
02-10-2012, 07:15 PM #3
Holy crap; Achievements within a software designed to create games that will have achievements. So meta, I'm gonna jump in front of the subway.
What the hell.
02-10-2012, 07:19 PM #4
02-10-2012, 07:25 PM #5
- Join Date
- May 2012
02-10-2012, 07:35 PM #6
And yeah, I suspect they have come a ways (it looks pretty professional). And maybe it is just that I am old enough to remember the early years. But when I see "Game Maker" I think "Ugh, crappy nes-ripoffs"
02-10-2012, 07:37 PM #7
02-10-2012, 09:03 PM #8
- Join Date
- Jun 2011
I don't like more crap diluting my "last releases" lists. This and Trains DLC's can go to hell <-- In a positive, optimistic and not rage-like way :D
02-10-2012, 09:23 PM #9
02-10-2012, 09:26 PM #10
02-10-2012, 09:30 PM #11
Cross-posting from another forum, but...
Not going to lie, Game Maker Studio on Steam is actually really cool. The fact that they let you upload your games directly to Steam Workshop gives people trying to get free games on Steam through Greenlight a nice avenue onto Steam, granted they use some form of Game Maker.
Here's hoping to see more like that. :)
02-10-2012, 09:35 PM #12
I got started developing games with ZZT in the early 90s. Initially, ZZT had 16 colors (I think) and example levels with very simple action/puzzle gameplay. The basic set of objects that you could carry around (gems, torches, ammo, keys) was hardcoded. Then some clever people figured out how to expand the palette to 256 colors and do all sorts of things with the built-in scripting language, and ZZT became a medium for huge multi-path adventure games that told real stories. All of this without ever modifying the original code.
A bad workman blames his tools, etc etc.
02-10-2012, 09:50 PM #13
Is there a way to filter out this crap? That'd be a good feature.I'm failing to writing a blog, specifically about playing games the wrong way
03-10-2012, 12:43 AM #14
Which is a shame, because GM is capable of some pretty cool stuff. It's no UDK, but it's not bad. I think it's overpriced now though.
03-10-2012, 12:59 AM #15
Super Crate Box is an indie sensation and it was made in Game Maker, for example. Immortal Defense was also made in Game Maker.
XNA is a library for C#, but that doesn't stop the boatloads of bad games from coming out on XBLIG.
03-10-2012, 02:48 AM #16
I dunno, I just see Game Maker and think "crap". Maybe I am in the minority, but I still think emphasizing something that doesn't have the stigma for the older gamers (who are the ones who tend to actually BUY software) isn't the smartest move.
03-10-2012, 03:30 AM #17
Everything has a lot of garbage made with it. *Everything*. Having been writing and reporting on indie games for 10 years now, I can pretty much assure you that GM certainly doesn't have a monopoly and shit things being made with it. Some of the worst stuff I've *ever* played has been hand rolled by "competent" coders and some of the best stuff has been made in GM or MMF or Twine or whatever "easy" game creation tool you want to flag up.
GM:Studio is a fantastic piece of work and I'm so, so happy to see it roll out with Steam Workshop integration now. For speedy iOS/Android development, it's second to none really. For 2d games elsewhere, whilst Unity is perfectly capable, it'll be a lot less hassle using Studio unless you really need some of the features Unity uses. Most people won't. It's all about the right tool for the right job and for making the right games and if anyone wants either an introduction to making games or a seriously rock solid tool for making 2d games, GM *now* is pretty much a force to be reckoned with. If anything, it's the perfect game making tool to throw onto Steam because it bridges both extremes ably. There was a time a few years back where it was left to stagnate but forget that now, this is a seriously good piece of kit. There's a reason it's getting strong studio uptake, right?
I've barely scratched the surface of what Studio can do compared to the old DX8 versions of Gamemaker and I've had screens bursting with objects at native 720p running at 60fps without the thing blinking and it scales down to lower end machines really fucking well too. Heck, had I been a bit less cautious and more bold, I could have probably gone 1080 and it still wouldn't flinch. I'm looking forward to being able to start something new soon so I get to use the new audio engine and in a couple of months when shaders land, why the heck would I need -anything- else for making 2d games? Aside from a faster Mac so I can actually test my stuff on there properly because my 2006 MBP won't cut it, natch.
So yeah, if you "see GameMaker and think crap", good for you. You're one of a tiny minority of people prejudiced by what something is made in. The rest of the world simply do not give a flying fuck and rightly they shouldn't because it doesn't matter. I've got 3,000+ sales of my own stuff in the past three weeks that says no-one gives a monkeys and another 6 years ticking along before that. What matters is that there's Stealth Bastard out there now and it's amazing, Spelunky is out there now and it is amazing and so the list goes on. In a few weeks Hotline Miami will be out there and no-one will give a fuck that it's made in Gamemaker. And if you put what they were wrote in above what they are, that's your loss, man. You're missing out on some of the best game experiences out there.
This is a fantastic opportunity to further democratise game creation, even in the limited form GMS:Free has that's a trainwreck or twelve to be made from it to get started (and there's fairly easy ways around the limits *anyway* if you're smart). Yes, there will be shit but that's OK. There will be more people learning to make games and from that, we *will* get good things. We always do.
This is fairly massive stuff, y'know? Fairly brilliant massive stuff.
Last edited by RobF; 03-10-2012 at 03:42 AM.Videogames, eh?
03-10-2012, 03:45 AM #18
Anyone else mull it over for a minute and realize that the Game Maker Workshop is going to have to be heavily policed for seriously inappropriate material? I mean, take a look at what happened to Greenlight VERY shortly after it started. All sorts of references to terrorism and sexcapades. And now there's a way to get GAMES on Steam for free.
This will be a great thing, regardless, but I'd rather that none of that nonsense start happening in droves.
@RobF: I kept hearing the GMS runner was a lot better, but daaaaamn. If you'd told me a year ago that GM had a new runner in development that could do that, I might have laughed. I think I'm officially sold on the upgrade once I have the money again.
03-10-2012, 03:59 AM #19
It's more work than I can be arsed with to fix all the timings and stuff to make it so now but next time and the next thing...
And this is a program up until a year or so back I was ready to write off as fading into obsolescence due to neglect and readying myself to "do a Marshall" (as it shall now be known) and cut my losses and move on elsewhere. I didn't expect to see it get to where it is now pretty much ever, so credit to TeamYoYo, they've done wonders and pulled it back. It's now the little tool that can.
I don't think I'd have laughed a year or so ago, I'd have just held my hands and cried at the impossibility of the new runner ever emerging, especially after the terrible Mac version.
They really need to get those shaders ready stat though, they're the things that are dating it more than anything else. They're down for 1.2 on the roadmap which is next up so fingers crossed.Videogames, eh?
03-10-2012, 04:05 AM #20