Hi,
Here is my list of tools for HTM5 games:
- Ubuntu
- Vscodium (vscode without trackers)
- Phaser 3 (game engine)
- Gimp
- Tiled
- sfxr (sound fx)
- Reaper (sequencer)
- Github
- Qjoypad (map gamepads buttons to keyboard keys)
I am leaving it here...some may find it useful
TextureWorks: Artificial Intelligence Based texture Synthesizer, image high resolution convertor & texture Map generator with over 1600 free textures.
Wishlist it on Steam: https://store.steampowered.com/app/1140360/TextureWorks/
I always go the complex way. My current engine is NALA of which the current version uses MonoGame, but I'm not sure it will stay that way forever. As for the scripting language I use NIL, which much like MoonScript compiles down to Lua, however NIL has a completely different approach, and is made to be much stricter than Lua, and most of all meant for projects that can easily surpass over thousands lines of source code, without getting odd bugs just because you misspelled a variable name (which has always been an issue in Lua when creating larger projects), NIL has also a few quicker (and cleaner) ways to set up meta-tables.
I coded NALA myself, and NALA in turn uses my Bubble FrameWork, and Kthura Map Editor, the JCR6 file system and some other features most of all with RPG games in min (except from MonoGame, all those things were also coded by me myself and I... I guess I just like to be self-reliant).
I used OGRE as the renderer in my game and Bullet Physics for collisions and other physics tasks. I added Lua as my scripting engine and built the rest of the engine to glue them all together. Given how sophisticated popular game engines like Unity or Unreal have become, the idea of building a custom engine seems almost like an unproductive thought, but an issue in my case was that I needed to expose a scripting debugger to my players and none of the known engines can do that. Turns out it was a lot of fun just to work on it. So I would definitely say.. go custom if you value the journey more than the destination.
My favorite Game Making Tool probably is Blender. It allows you to model anything you could need for a game, and (in versions previous to 2.8) has a game engine that allows you to run quick physics tests, etc. I'm currently working on a game using the BGE (Blender Game Engine) but have been trying to learn Unreal Engine 4.
If you´re looking for genre-specific engines, there are also Adventure Game Studio and Visionaire Studio for Point and Click Adventure games. Personally, i was never able to get the hang of AGS. But i´m using Visionaire Studio right now, which works out better for me, so far.
Hi, I'm Joël.
I use unity + the fungus plugin to create my visual novel but being more of a photographer/videographer I also use:
Da Vinci resolve and Premiere pro for my videos and Silkypix and Paint.net for my photos.
By the way, is there an engine in the list that you would recommended for FMV kind of games (with easier ways to integrate videos) ?
I use Construct 2 for 2d games, Unity for 3d. I also use Photoshop.
But I also have a sprawling pipeline of scattered stuff used largely for video editing and VFX and the tools used there easily spill over into gamedev where cutscenes and the like are concerned.
I.e. Vegas Pro, Hitfilm Pro, Lightwave (yes, really, I and many others still use Lightwave) and Blender, etc. Plus a lot of smaller utilities with niche but still significant use cases. I did a fair number of my 3d assets in LW. http://matthornb.itch.io/ Those 3d assets and a lot of other stuff are going on sale right now (April 10-12, 2020)
And in some cases with projects such as Miniature Multiverse, I find myself doing odd things when working with miniature art graphics lately - like simulating fluid water flowing around a rough 3d photogrammetric scan of a level that is otherwise miniature art so that the reflections on the liquid match the rest of the scene plausibly. I will do stuff like digitally extending a miniature set with digital skies, oceans and similar extensions matched in position to each node. The result is a rather unique sort of feeling of wandering around a place that 'feels' sort of weirdly analog. Because much of it actually is built realistically with O scale minis.
I have been using Clickteam (Klick and Play, The games Factory, Fusion, Fusion 2.0, Fusion 2.5), Game maker, C++(textbased game) and Qbasic.
I am not a good programmer but i have a bit of understand. There are a lot of extensions made by the community and as of later years not so many bugs. I few years ago i could stop working on a project because it was toobig and had too many bugs digging too deep into the core game mechanics. You could argue that my current project, MadCowBalls2 is half a game and half a framework to support most 2d games.
At the moment im using Clickteam Fusion 2.5, BTV Solo and Gimp. If someone want some help with something in any of the Clickteam applications mentioned above im happy to help out.
I just discovered Coppercube, a visial editor for the copperlicht engine, can import an enormous amount of 3D file formats and has a ton of candy to explore. Can publish for Win, Mac, Android and HTML5 by one click. It was called Unity-light... Some features are somewhat halfbaken, but it allows to insert your JS, making it very flexible. Esp. beginners are quickly getting results.