Crea Tus Propios Juegos

Game Maker es una herramienta RAD, basada en un lenguaje de programación interpretado y un paquete de desarrollo de software (SDK) para desarrollar videojuegos, creado por el profesor Mark Overmars, y orientado a usuarios noveles o con pocas nociones de programación. El programa es gratuito, aunque existe una versión comercial ampliada con características adicionales.

Tuvo su origen en los años 90, cuando Mark Overmars empezó a crear una herramienta de animación para ayudar a sus estudiantes. Con el tiempo su proyecto se convirtió en una herramienta de desarrollo de videojuegos. En 29 de mayo del 2005 salió la versión 6.1.

Game Maker usa su propio lenguaje de programación, el GML (Game Maker Language), con el que se pueden conseguir impresionantes juegos, pues aunque el Game Maker está diseñado para la creación de juegos en 2 dimensiones, usando el GML se pueden conseguir juegos 3D increíbles tales como un FPS (First Person Shotter).

El desarrollo de un juego es realmente simple, al basarse en el manejo de:

* Recursos (gráficos, sonidos, fondos, etc.), que se asignan a objetos.
* Eventos (presionar una tecla, mover el ratón, etc.), a través de los que se ejecutan comandos.
* Objetos, sobre los que se actúa en el juego.

Las acciones del juego se pueden programar de dos formas distintas:

* El interfaz "Drag & Drop" ( "arrastrar y soltar" ): el programador arrastra unas especies de cajas a una lista, esas "cajas" realizan cierta acción. Se gana en facilidad de manejo, a cambio de una menor flexibilidad.
* El lenguaje GML (Game Maker Language): lenguaje de programación propio de Game Maker, más potente, con el que se puede acceder a todas las funciones y posibilidades de Game Maker.

El estilo de programación de GML es muy "relajado", ya que mezcla elementos de Delphi, C++, y otros lenguajes. Así, el programa trata indistintamente:

* Líneas terminadas con punto y coma ( ";" ) o no.
* Bloques de código delimitados con begin y end o con llaves ( " {" y " }" ). Además, se incluyen instrucciones de control de flujo como switch, break, for, etc.

El compilador de Game Maker no compila realmente los ejecutables, sino que une el código a interpretar a su propio intérprete para formar los ejecutables de los juegos. Por ello, no resulta muy eficiente para grandes proyectos. En versiones recientes se puede compilar el código GML a código máquina al cargar el juego (Just in Time) justo antes de ejecutar. Overmars ha confirmado que no piensa compilar jamás el GML.
En la versión 6.1 se utiliza Direct3D para los gráficos, lo que los hace más rápidos que en la versión 5.3a, que utilizaba DirectDraw. También hay soporte para DLLs hechas en C++, Delphi y Pascal, y se pueden crear juegos 3D u online, entre otras funcionalidades.

Los últimos comentarios acerca de esta página:
Comentado por Writing Assignment Service( ), 08-01-2019, 11:03 (UTC):
It is intended to enable its clients to effortlessly create PC amusements without taking in an unpredictable programming dialect, for example, C++ or Pascal. For experienced clients, Game Maker contains an inherent scripting programming dialect called "GML", or "Amusement Maker Language

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Comentado por Mobile App Development( ), 30-11-2018, 06:20 (UTC):
It's impressive GML is a very interesting and creative programming language. I love the gaming program such as graphic design, 3D modeling animation, sculpture and effects. Thanks for sharing this information.

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Remember to play it everyday to laugh more

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Comentado por assignment writing service( ), 30-04-2018, 11:31 (UTC):
There's a program called game maker that is pretty simple and can make 2d games. Trial version is free but trial version can actually do quite a lot. Ps making games is difficult.

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Comentado por Sevdikte( ), 03-07-2013, 14:17 (UTC):
A few comments (and yes, I raseile this is a very old blog post ).About the OO side of GM. I don't think you can really call GM OO. Although objects attempt to be similar, that's the only thing that has any resemblance to OOP. The rest is not. It's annoying, but you get used to it.I think GM8 s triggers may solve your encapsulation problems. They allow you to add your own defined events, which can be pretty useful (although I've never used it personally).Personally, I dislike PHP's . operator for concatenating numbers on to strings. It would be nice for automatic conversion though.Just because scope works differently in GM, doesn't mean it's not good. For large projects, the way it treats local variables can actually be quite useful, cleaning up code quite a lot. It allows you to change the variables of the object calling the script without ever needing anything like pointers.I like GM's error handling. It's not that hard to make sure you don't get them I see little reason for try() and any of those sorts of features.real() will only convert a number in string form, but when else would you want to use it? I don't see any problem with this either.Those were just my thoughts. I agree GML can be improved a lot, but I don't think it's quite as bad as you think

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