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Favorite Game Making Tools Sticky

A topic by flankstaek created Dec 02, 2015 Views: 26,682 Replies: 127
Viewing posts 43 to 62 of 100 · Next page · Previous page · First page · Last page
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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/

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I like using Construct 2 for my modern stuff and for retro hardware I use Arcade Game Designer. Making graphics and designing levels for either I use Gimp and Tiled.

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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).

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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.

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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.

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Please consider adding my 2D multi-platform game engine/framework nCine. You can also find it here on Itch.io.

Since I like to have full control over my program, I use my own engines for my games. I want to support systems & platforms that Unity and Unreal probably never will, and old graphics cards because I don’t need the newer features.

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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.

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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) ?

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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.

http://www.miniaturemultiverse.com/

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I would have to say Unity. I use it even for really simple 2D games.

I tried Unreal Engine last year but the node system doesn't come easy to me. Plus,  it kept crashing on my computer.

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I always use notepad++ to make all of my web games but I use visual studio and unity for other things.

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That's cool! I've never heard of using notepad++ for web games. In my projects I use the notepad++ compare plugin to find the differences between code files.

Yeah I love using it! It's so simple that it's my go to.

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It’s not on here, but I usually use Clip Studio Paint for art. However I’m not sure if I should switch to Krita for animations. Unity is my preferred engine for games. 

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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.

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For me it is : 

Programming - C++ / C# , 

Media library -  SDL2.0.  

Draw sprites - Paint.Net, 

music creation - LLMS.

I am learning C++/#  language

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My favourite list currently:

  • Engine: Godot
  • Art: Aseprite / Krita / ProCreate
  • Audio: Ableton Live
  • Version Control: Git
  • Documentation: OneNotes / Word / GoodNotes / StarUML
  • File Management / Text Editor: Terminal / Atom
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Atom + at least 50 packages, C++, OpenGL and Tiled, sometimes AngelScript. GIMP for pixel art. I do the rest from scratch.

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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.

CopperCube features

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UNITY, BLENDER, AUDACITY

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