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DavidCS1

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A member registered Jan 02, 2024

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It has this nostalgic look... Ever used the early version of GameMaker?


So I'm a C# developer and I have a prototype of a game engine (based on GameMaker 8) that uses the interpreted programming language i made by myself (that's a big story on its own) as the main scripting language you code your games with. 

It's backend engine is MonoGame so this will allow me, in the future, to allow exporting games to desktop, mobile and consoles. I'm also planning to implement a web engine that will allow in-browser exports.

This project is open source so you can see yourself what it is: https://github.com/ArcadeMakerSources/ArcadeMaker

And here's a video showing how I use the engine to make a small game: 


I always wanted to make my own programming language. Actually only after making the language I decided to integrate it to the engine. 

And yes, gm8 is not open source, it's just inspired from it... But it looks really similar, right?

So I'm a C# developer and I have a prototype of a game engine (based on GameMaker 8) that uses the interpreted programming language i made by myself (that's a big story on its own) as the main scripting language you code your games with. 

This project is open source so you can see yourself what it is: https://github.com/ArcadeMakerSources/ArcadeMaker

And here's a little demo game i made with the engine (as shown in the above video):

So what do you think about this project? 🙂

I made a game engine by myself. It's actually based on GameMaker, but the programming language is C#. I have copied (and actually still doing this, as this project is not finished yet) all of the GML functions and variables to C# (for example, bool PlaceMeeting<T>(double x, double y), void InstanceDestroy(), int ImageIndex { get; set; }) and the project is about to be finished soon.

A video showing the project:

Do you think this is useful? Or you are from those who love GML? Would u use it?

Hey there,

I feel like GML is kind of weak when it comes to language syntax - you can create "objects" - but only as game objects - if I only want a class describes, for example, a user - nickname, age, best score - I can create an object, and then I will be able to "put it in a room" even though its just a data structure and not an game item... This just don't make any sense. And what about enums and constants? I can set a constant like global.OP_LARGE_KNIFE = 2; but for this to work I must make sure this line of code will be executed before I try to access this constant! What??? And there are more examples.

However there is a new project under building trying to make a C# edition for GameMaker - same architecture, same objects, same sprites, same rooms - but the coding is with C#, instead of GML. What do you think about it? Is this a good idea? Have a look on this project in this link:


Thanks