OOT2D for GP32


yes.. but still he coded much of the engine and made all the sprites..
and after the release of the PC/Windows Version, he will (he said so) recode the whole engine without gamemaker... that would be great, many ports would be possible then.
 
yes.. but still he coded much of the engine and made all the sprites..
and after the release of the PC/Windows Version, he will (he said so) recode the whole engine without gamemaker... that would be great, many ports would be possible then.

First off, you cannot code an engine in a Game Maker. There is no real code to speak of, nothing that could be called a language anyway. Second, all of the sprites are from LttP (the very few ones based off of OOT are at most 5% of the total sprites).

Finally, it is impossible to "recode" a Game Maker game into a programming language. It simply cannot be done. You could make an engine that works in exactly the same way as the Game Maker engine, but you would have to do so completely from scratch. Plus, the shear mechanics of Game Maker are so likely to have warped his conceptualization of how a game is created, that he would never be able to program such a massive project after doing it in Game Maker (the need to have all data and graphics in separate files from the engine is sure to throw him for a loop immediately, not to mention needing to use SDL).

Basically, there is no way he is going to make this game in anything but Game Maker. I would look elsewhere for a 2D Zelda game to port. I also wouldn't hold out much hope of this game ever being finished, since he is about a year late on this 3rd demo.
 
Yeah, I find it hard to believe that someone who used game maker so seriously could ever learn how to program properly. But mreh. Why not a game maker program emulater ^_^
 
"I was told to post here by NoteDog at NintendoNow

Prophet posted on Dec. 20 2003 at 20:39 said:
If he's using GameMaker, then he may not even be a real programmer. And he may not realize what a Zodiac version would entail. In other words, this may never come to Zodiac.

So breathe deep and don't jump to conclusions. I'd love this as much as all of you if it happens - heck, I posted it as news. But right now it's only rumor and it may never actually happen.

If Mr. Barras would like to stop by and address these concerns, we would warmly wecome him of course.
Yes, I would like to address your concern. I have been programming for over 12 years in C/C++/C# and Java, and have used both DirectX and the OpenGL APIs. I used Gamemaker as a quick way to make the game I wanted, because I did not want to spend all of my time making the engine, I wanted to just focus on getting the game out."
 
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I don't buy it.

There is no serious programmer I know that would ever use Game Maker. GM is a joke in the programming world.
 
BZZT wrong

Computing is not just the code, its the design. GameMaker, The Games Factory/Multimedia Fusion et al are extremely powerful design tools. I do not blame him for using a point and click game engine to realise his ideas quickly, coding a sprite engine instead is just added hassle.

Sigh... I wish programmers would just use whatever is best for the job instead of trying to do everything the hard way. Speed is not an issue for a 2D game on modern PCs. Portability is not an issue for him. Flexibility is not an issue for this rather simplistic game, no 3D or networking or anything special. So what arguments are there for NOT using it? The fact that some people think that it's a 'joke' is pretty lame when most of them are using DirectX or OpenGL with GLUT instead of coding their own libraries from scratch, or using bytecode instead of using 'wimpy' compilers that do the job for them but without as much optimisation.
 
Rico posted on Dec 24 2003 at 08:34 PM said:
BZZT wrong

Computing is not just the code, its the design. GameMaker, The Games Factory/Multimedia Fusion et al are extremely powerful design tools. I do not blame him for using a point and click game engine to realise his ideas quickly, coding a sprite engine instead is just added hassle.

Sigh... I wish programmers would just use whatever is best for the job instead of trying to do everything the hard way. Speed is not an issue for a 2D game on modern PCs. Portability is not an issue for him. Flexibility is not an issue for this rather simplistic game, no 3D or networking or anything special. So what arguments are there for NOT using it? The fact that some people think that it's a 'joke' is pretty lame when most of them are using DirectX or OpenGL with GLUT instead of coding their own libraries from scratch, or using bytecode instead of using 'wimpy' compilers that do the job for them but without as much optimisation.
Amen to that Rico. I thought Clickteam products and such were too simplistic for a long time, until I discovered some very professional teams using it to make some very fun games.

http://www.natomic.com
http://www.freelunchdesign.com
http://www.vrealware.com
http://www.cellosoft.com
 
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Um, no, they are a joke.

If you think they aren't, you are either not a programmer, or are a very bad one.

Computing is not just the code, its the design. GameMaker, The Games Factory/Multimedia Fusion et al are extremely powerful design tools. I do not blame him for using a point and click game engine to realise his ideas quickly, coding a sprite engine instead is just added hassle.

Well, that makes no sense at all.

"Computing" WTF are you talking about?

And a sprite engine for that game would take about a day to write in SDL.

And if you seriously just compared DirectX and OpenGL to Game Maker, you are a retard.
 
Um, no, they are a joke.

If you think they aren't, you are either not a programmer, or are a very bad one.

I am by no means a programmer -- wanted to get that out of the way first. But I've always thought it was more important not what you use, but how you use it. If, when you surf the internet nowadays, you are still trying to figure out which pages were made in html and which were made using a WYSIWYG editor, you are probably wasting your time.

Derek Yu of Blackeye Software is experienced with many different computer languages, and he has games (like Quibbles) to prove it. But he uses Multimedia Fusion for most of his games, and those games are not only fun, they are very artfully and technically achieved. Mr. The Dude, I think you might be hung up over the vehicle used in programming. A Buick will get you from point A to point B just as a Ferrari will; one's just a little flashier and faster (but who cares? there are speed limits).

But, again, I am not a programmer, so I will take a BIG step back now... :unsure:
 
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