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take these words not as dogma. these are the tools i use, and the workflow i'm used to
gamemaking, or any other creative work for that matter, is not one-size-fits-all
there could be parts of my workflow you'll vehemently disagree with
and that's okay because i'm behind the wheel of my own vessel, not yours
if you try these things but they don't work out for you, try something else instead of giving up
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i used gamemaker studio from the time it launched until the release of crimson needle 2.5
there are a lot of things i like about it a lot, but gamemaker 8.2 is just an incredible collection of software
the room editor was (literally) designed for fangame development and using it for any amount of time makes this crystal clear
fields are brilliant and i struggle to feel like i can use other versions of gamemaker because
i use them incessantly and no other version of gamemaker can hold a candle to its implementation
above all the amazing features that come with gamemaker 8.2, the shockingly fast compile & save times obliterate other gamemaker versions
it only takes seconds to implement an entirely new feature, test it, and iterate
i have probably spent at least a couple of months worth of time waiting for projects to save+compile in studio, so the value of this for me cannot be overstated
for a while i was apprehensive about using gamemaker 8.2 because you could previously only have one event's code window open at a time
>this has since been remedied so now the only hurdle is some missing code features, and still not understanding how the fuck to use shaders
but the benefits obviously far surpass these issues, so i would recommend this program instantly to everyone interested in making fangames
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the former half (or more?) of my time making fangames with gamemaker studio, i used yoyoyo engine
yoyoyo engine did a lot of great things, but it always felt like it was missing a lot
the major shortcoming was its trigger system being completely useless
verve engine fixes this issue with flying colours
there is a LOT that verve engine does brilliantly, but its trigger system is so robust and flexible
admittedly the gm8.2 version of verve's trigger system is a bit lacking compared to its studio counterpart, but it's still very competent for intricate trigger platforming
another thing i really like about verve engine is how un-bloated it is
i really like renex engine, but it is undeniably packed full with a lot of objects/mechanics i personally will never use
i generally prefer not to work with other people's code because i'm afraid of intimacy, so verve's code being very clean and minimal is ideal for making modifications
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paint.net and i have a strange relationship, despite the fact i make most of my backgrounds and textures in it
there are a lot of things about this software i do not find to be intuitive in any capacity
making selections can be really annoying, the text tool is better if you pretend it doesn't exist, a lot of things are missing keyboard shortcuts, the ui sucks
but there are a lot of things it does very easily compared to warez i've used, especially the Quantize and Add Noise effects
these two effects alone are so so so widely applicable and have the capacity to add a lot to a piece, and paint.net has myriad community-made plugins too
this program is one that i use a lot for work, but i also use it all the time in everyday life in synergy with sharex (bonus software) for quick editing jobs
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/* description coming later */
one of two entries that has a price tag
but of course, if there's a will there's a way
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/* description coming later */
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i'm pretty sure new versions are spyware so i have linked directly to a zip of 3.2.3 for windows, the version i currently use
frankly i should downgrade further but i'm busy
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/* description coming later */
one of two entries that has a price tag
but of course, if there's a will there's a way
this section will be about how i approach making fangames from start to finish
what order i make stuff in, what i think about before making, and so on
/* rambling coming later */