GameMaker: Studio

von YoYo Games

4.5 / 5 51 Bewertungen
GameMaker: Studio

Beliebte Produkte


Durchschnittliche Bewertung

51 Bewertungen
  • Gesamt 4.5 / 5
  • Benutzerfreundlichkeit 4.5 / 5
  • Kundenservice 4.5 / 5
  • Funktionen 4 / 5
  • Preis-Leistungs-Verhältnis 4.5 / 5

Produktdetails

  • Startpreis $39
  • Kostenlose Version Nein
  • Kostenlose Testversion Ja
  • Einsatz Installiert - Mac
    Installiert - Windows
  • Training Dokumentation
  • Kundenbetreuung Online

Angaben zum Hersteller

  • YoYo Games
  • http://www.yoyogames.com
  • Gegründet 2007

Über GameMaker: Studio

Multi-Plattform Game Development System mit Drag und Drop-Funktionen, integrierte Shader-Bearbeitung, Benutzereinbindung und Echtzeit-Analytics.

GameMaker: Studio Funktionen

  • 2D-Spiele
  • 3D-Spiele
  • Entwicklung eines Prototypen
  • IT-Asset-Management
  • In-App-Kauf
  • In-Game-Analytik
  • Multiplayer-Gaming-Netzwerk
  • Physiksimulation
  • Spieler-Management
  • Virtuelle Realität

Die hilfreichsten Reviews für GameMaker: Studio

It boils down to your background

Mit Google übersetzen Bewertet am 19.2.2019
Denis D.
Ph.D. student
Forschung, 2-10 Mitarbeiter
Verwendete die Software für: Mehr als 2 Jahre
Quelle des Nutzers 
4/5
Gesamt
5 / 5
Benutzerfreundlichkeit
3 / 5
Eigenschaften & Funktionalitäten
Kundenbetreuung
3 / 5
Preis-Leistungs-Verhältnis
Wahrscheinlichkeit der Weiterempfehlung:
Unwahrscheinlich Äußerst wahrscheinlich

Kommentare: While it's true that GML is Turing Complete, and therefore it's technically possible to write any algorithm in it, the language gets rid of more "complicated" stuff from more low level-languages like C (e.g. pointers and structures) without proper replacements. It's factually easier to write many algorithms in C than in GML. Also, there is a reason why more higher-level, industry standard, languages provide more features than low-level languages. Despite that, a portion of GML community seem to think of such features as useless addendum. Without community pressure, GML is today about the same as it was in the first version of GM Studio I've tried, many years ago (version 6, before GM belonged to yoyo games). As an experienced programmer, I grew very frustrated with GML. It would be more productive for me to write the core of the game in other languages and interface it for GameMaker through an extension. But at such a point, it would be easier, cheaper and even more productive to abandon GMS altogether. However, I think that a programmer can have fun with GameMaker if they see the software itself as a game and the limitations of the language as a challenge. After all, there are many fun games in the market about programming in Assembly. For artists, non-programmers and inexperienced programmers, I think GML would not be a no-go. Yet, these people would still benefit from the overall very focused and productive toolset GMS offers to successfully finish their projects.

Vorteile: GameMaker: Studio (GMS) is a very feature-complete suite and the included toolset (including the programming language, GML) pushes towards greater productivity.
It's very easy to find and install extensions through its integrated marketplace, and extensions can be implemented in other languages instead of GML.
Shaders can be written in GLSL ES, which is industry standard.
It's possible to export the game to many different platforms.

Nachteile: Although GMS indeed pushes towards being more productive, it also promotes recklessness. In other words, the final product can have low maintainability.
Each different export target has its own price. The final cost can stack pretty high depending on which platforms the game is planned to launch on.
GameMaker's scripting language (GML) is very bare bones. Its standard library also lacks useful functions for geometry. For example, while it has a function to check whether two segments of line are intersecting, it does not has a function to efficiently cast a ray from a point towards a directions and check which objects the ray intersects.

An excellent way to get your foot in the door of game creation.

Mit Google übersetzen Bewertet am 19.8.2018
Joseph P.
Game Designer
Computerspiele, 2-10 Mitarbeiter
Verwendete die Software für: Mehr als 2 Jahre
Quelle des Nutzers 
4/5
Gesamt
4 / 5
Benutzerfreundlichkeit
3 / 5
Eigenschaften & Funktionalitäten
Kundenbetreuung
5 / 5
Preis-Leistungs-Verhältnis
Wahrscheinlichkeit der Weiterempfehlung:
Unwahrscheinlich Äußerst wahrscheinlich

Kommentare: GameMaker is the reason I've even been able to work as a game designer in the first place. Having started with pre-studio versions as far back as 2004, GameMaker provided me a tool set to not only learn and iterate on basic design principles, but learn rudimentary programming and come to grips with the fundamentals of developing video game software. Providing and easy outlet to explore those fundamentals has always been GameMaker's strength, and it's something the product has only gotten better at with time. With the releases of Studio and especially Studio 2, GameMaker now has as much to offer serious developers as it does beginners, providing a streamlined framework to build professional 2D titles, and I couldn't be happier to have gotten my start where I did.

Vorteile: With GameMaker: Studio, it's relatively painless to get a simple idea to the basic prototype phase. It allows you to be as hands on or hands off as you'd like with some of the lower-level operations of the game, and while you'll never have as much control as an original engine built from scratch, being able to manage things like instance ordering is much-appreciated and well ahead of some other game development alternatives. I've also always been a big fan of GameMaker's general layout and interface, and think its structured in such a way that lends itself very well to being a teaching tool.

Nachteile: GameMaker: Studio isn't really equipped for 3D software development, unlike some of its contemporaries, even with the latest releases of Studio 2. GML's syntax is also often too loose, which can be helpful for beginners, but often encourages bad code-writing practices for those who have yet to use any other languages.

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