what is required to use the engine?
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The pyramid concept. At the top of the pyramid you have advance coders/users but people at the top are less than the people that are at the bottom, so even if your software appeals to them the potential of you getting any kind of support is slim. At the bottom of the pyramid you have novices that's want to create something. There are a lot people at the bottom compared to the people at the top. So if you simplify your software, you will have greater mass appeal. Don't think terms of yourself but think in terms of mass appeal so people will adopt your software.
Here are my suggestions: 1) Demonstrate how easy it is to do common task relating to games or apps or both. It may be through videos or inline via your software.
2) There would be novice examples/tutorials, intermediate examples/tutorials, and advance examples/tutorials.
If i want to make a shooter game, I would just go and get a template of that and modify it. I'm not going to reinvent the wheel. You can easily do a template for games. imagine if people wanted to do a shooter game, all they gotta do is drag the template in and modify the scene, shots, world. If people see that demonstration, people would have their eyes pop out of their eye sockets. I know I would.
Quick start tutorial:
The basic functions and knowledge required to use your software.
I understand this is your hobby project and your are just a 1 man person coding this software. I found another one similar to yours but I simply don't know how to use it.
I have tried over 50 softwares/game engines and still in the process of trying more game engines/programming languages. These are just the handful of software I evaluated and remembered since I still have it on my computer and trying to learn it further, if i don't find it potentially being useful, I normally delete them: gdevelop, godot, defold. These are the major ones I'm interested in learning further.
It took me about 2 weeks to learn the following game engine and done a prototype with it: arcade game studio. after 2 weeks of learning the program, i'm confident i can make some sort of game out that engine. I didn't have to memorized anything. To my experience the #1 blockage on using a new software is the lack of tutorials and examples to get it started. The second blockage is the software is so complicated to do a simple task.
On some software I tried to evaluate, I don't even know what it does. In some cases I don't even know how to get started.
I've only used your software for a few hours, so i may have more feedback later.
I just discovered your software last night and tried your first tutorial and it doesn't work. I will probably try again. to me a person that knows how to code and understand logic, the program is hard to use due to the fact i still have to relearn your whole system. eventually you need to simplified it even more. for example: lets say i want to display something on the screen. I should be able to drag a block of code just to do that instead of multiple blocks in your case called chips to do it. the block code should contain the parameter for png,position, just for starters and there also should be an option to display animation or not. that's just a quick example how to even simplify it even more for an average user. i've tried/evaluated about 50 game engines. most of it have a steep learning curve because i have to learn their methodology to do certain things and each have their own way of doing things. to decrease the learning curve a user shouldn't have to memorize anything. memorizing things increases the learning curve. you want to decrease that. another example is: lets say i want to display some menus. I should be able to drag a block of code and all i have to do is just fill in the blanks for the menus and the gui is already done for me. another example is player controls I should be able to drag a block of code and just assign key assignments and link that to the player sprite. your engine is what i'm looking for and it still needs a lot of work to make it usable for the average guy. that's the goal you should aim for "the average guy." this way you have mass appeal and grow this into a full time job like blender and godot. godot is still a difficult engine to learn.