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Favorite Game Making Tools Sticky

A topic by flankstaek created Dec 02, 2015 Views: 26,725 Replies: 128
Viewing posts 21 to 40 of 101 · Next page · Previous page · First page · Last page
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I'm noticing Superpowers isn't on that list, a new-kid-on-the-block, open source, extensible HTML5 game engine.

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I heard about this today! It looks super promising, I hope it can be successful :)

Admin (1 edit)

Game Maker:Studio is easily my favorite, but i've always been a GM person ever since the 4.3 days -- maybe the fact that i spent so much time with the tool is why i'm so comfortable with it? i will say that GM definitely has its frustrating parts, but i feel like just about every engine does, yeah? i could never get into Construct or Stencyl, and Unity is too overwhelming for my brain to handle. GM:Studio seems to be just right for me, giving me a solid set of tools while also giving me the ability to add onto it fairly easily and without learning *too* much code. (it's also a fantastic tool for prototyping!)

for pixel art, i use GraphicsGale, which is kinda like a "Photoshop Lite, for pixel art and animations" if i had to summarize it. it's about $20 or $30 from HumanBalance, but it's a great program -- albeit a little buggy in places.

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We use the Corona SDK. I've used it personally since 2010 and then when I formed Glitch in 2012 it made sense to continue using it. It's strictly 2D ( well there's some perspective stuff you can mess with to get 2.5d sorta ) and uses Lua. It's lovely to work in ( both for prototypes and full games ) and has a fantastic community. - https://coronalabs.com/

I've been using Blitz 3D since I started. It's actually pretty good, but it's no longer supported and it's showing its age. I definitely want to use something new for my next project, something with similar features (3D graphics / code is all text rather than an editor / light on RAM) so I'm checking this thread to look for recommendations. (If you've got a good one, just reply to me directly)

(I've tried unity but found it too fiddly. Same goes for Unreal, and I'm trying to get to grips with monogame but I'm having lots of compatibility issues with models.)

As for everything else, I use milkshape for modelling (this is also really old, and I wouldn't recommend it per se, but it is surprisingly easy/fast to use for simple low poly models, so that's something), audacity and a korg M1 for music/sound.

Moderator

For the most part I've just been coding my games in Javascript and Python (the latter using PyGame), but I also tried my hand at Ren'Py, and loved it. On the rare occasions that I used pixel art, The GIMP turned out to be surprisingly well-suited, if overkill. It was also useful for altering some 3rd-party art that didn't quite fit my needs, thanks to all those filters. But I've been trying out all kinds of other tools, for various purposes. It's always a good idea to be curious.

My pixel art workflow is kind of weird. I make backgrounds/tiles/decoration art with GIMP, but items/characters/animations with aseprite. I make low-poly 3D models with wings3D, I won't/can't really do hi-poly.

I like the freedom coding in PyGame with no engine gives you, but nowadays I also make games in HaxeFlixel. I can add python libraries like MoviePy and create small video clips and tweet them right from inside the game. Distributing a game with PyGame and native dependencies is a pain though.

I have discovered the Yarn dialog editor. That is pretty good.

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I came across this 3D posing program called DesignDoll yesterday that's designed to make to make poses for drawing. It's not a free program ($80 for the license) but you can fiddle around with it in trial mode. Trial mode lacks the ability to export the models to OBJ, loading (you can save in trial mode though) saved files, and the use of the program's community submissions. It's a pretty cool program for those dealing with detailed 2D figures as it is pretty limited as a 3D program, but it gives more than enough for details needed for proportions.






A lot of these people have recommended amazing tools, and I don't have much to add when it comes to game design. However, I will add Aria Maetosa as a good open source MIDI creation software. I have had so much fun remixing and recreating past songs since I have no idea how to write my own stuff, but I hope for all my games to at least use this software for music.

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I was surprised to not see Clickteam Fusion here. Hundreds of games have been made in Fusion including big ones like Knytt Underground. It has been around in its various incarnations for almost two decades and is still going strong. It's the engine that Construct directly ripped off (apparently Scirra have even forced their way into Clickteam conventions before trying to market Construct).

Fusion is very accessible to beginners, however as a game industry veteran knowing dozens of languages and engines, I still use Fusion all the time! Almost all the games on my website were made in it. It's deceptively powerful as its mouse-based scripting language lets you lay down the logic for a game much, much faster than in traditional languages. I know Unity inside and out but I can probably make a 2D game around 3-4 times faster in Fusion (no joke).

Codea is a pretty awesome ipad programming tool.

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I use, among other game development tools, Unity, Construct 2, Lightwave, 3ds max, Blacksmith 3d, Adobe Photoshop, After Effects, and Premiere.

I'm making realtime 3d games in the Unity engine and 2d in Construct 2.

Lightwave and 3ds max are my main two 3d art tools, but I sometimes use Blacksmith 3d as a '3d paint' utility.

Photoshop I use for texture art and 2d graphics, sometimes I also use ShaderMap 2 to generate normal maps and such from photographed texture assets.

After Effects and Premiere are my go-to tools for compositing and video editing, respectively, but recently I've been using Resolve for color correction, and Fusion 8, sometimes, as it's a great video/VFX tool and it is available for free.

Currently I'm creating a little adventure game called Spiral Skies. It is days away from completion at this point.

Spiral Skies

I have been using the App Game Kit (AGK) since 2013. It's a great little development environment that is cross platform (Windows, Linux, it's, Blackberry and Android with RaspberryPi in the works). I've managed to win an Ultrabook, an All-In-One and a tablet using this engine. I thoroughly recommend it. You can get it via www.appgamekit.com

I've also used Game Guru which is a great FPS engine that enables rapid level creation. This is also from The Game Creators via www.thegamecreators.com

For screen recording I've always used the free version of Screencast-O-Matic. It has some nice features, allows 15 mins of recording, you can hide the mouse pointer and export to AVi, MP4 or GIF.

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I don't believe this one has been mentioned but I am suddenly very impressed with open source 2D digital painting software Krita, especially given that the next, currently pre-alpha, version can even do animation:


Will definitely be using that if I need to do any detailed colour 2D animation in the future.

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For game audio, Acoustica's MixCraft is pretty nice. 

I always use SDL for my C++ games. You can add it to the list if you want.

To the moderators: Can you please make this topic Sticky so that people can find a comprehensive list of game development tools?

Moderator(+1)

Good idea! There you go!

Great, thanks!

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blender, cakewalk, awesomebump, Google, and sketchbook just to name a few.

Google has a tool to do this too? O_O WHERE IS THIS!!!!??? Please.

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Why are these not clickable?

  • Flash/Adobe Animate
  • Photoshop

This one might not be a good game maker, but people used it to make, types of games..... I guess. But, Alice 3?

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I'm new at game development since I'm more into the art aspects than the programming aspects. I'm trying to find a game engine/tool that focuses on the art side of game development than the coding side. I do have Flash, Blender (Don't use it as much since I'm not good at 3D), Photoshop, Krita,  Medibang, and Fire Alpaca though I mostly use them for drawing cartoons & comics on.  I also have Clip Studio Paint but I don't know if anyone uses it for game art.

I have downloaded Aseprite, Pixelmash, Playscii, and Piskel since they're free and I can use them to create game sprites.

I have downloaded some game engines since they're free, I have Unity, Unreal Engine, Godot, Superpowers, Stencyl, Game Maker Studio (The Free Trial version), and RPG Maker MV (Which I've downloaded via Steam on my MAC) However I'm still new to game development so I no idea which one I should try first. 

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If you're more into graphics than coding you could start by joining a team as the graphic artist - there's some postings now and again for people looking to be part of a team.

I learnt to program in Game Maker (a few versions before Studio) and their tutorials gave me a very good basic understanding of gaming as they were detailed and instructive and gave you a lot of insight into game development in general - not just the use of Game Maker.  I would  recommend working through a few of their beginner tutorials as a good start.   

Then if you're not big on coding look at engines like Game Salad* or Construct that give you basic tools to work with and no coding.  Clickteam Fusion that also has no coding - they also have a free starter version you can play with - and is more flexible than those other 2, but is a bit harder to learn. 

*Game Salad:  at the time I looked at it, their terms of service gave them too many rights, it put me off.

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