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How I Make A Living Using GameMaker

gamemakerblog.com

1–10 of 76 posts

Re: How I Make A Living Using GameMaker

#2
it's unfortunate that the process doesn't result in games that are particularly enjoyable to play.

Spelunky (the original - the newer, paid version is not made with game maker though was made possible through the popularity of the original) and Gunpoint were both made with game maker and have been very successful monetarily - Gunpoint in particular was the first game the author made, and its success means he is now a full time game developer.

Obviously this route requires a lot more risk for a lot more time, but game maker is capable of a lot more interesting things.

http://spelunkyworld.com/original.html http://www.gunpointgame.com/

Re: How I Make A Living Using GameMaker

#3
So many cross-platform game building tools available these days... hard to know which one would be worth learning! Personally I see Unity as having the most possibilities; I guess I'll add GameMaker to the list of things to check out.

One general thought I have is how hard it would be to use these for business apps... particularly the reporting/dashboard style where there isn't as much need for standard CRUD input controls. It shouldn't be too hard to access REST interfaces with modern game dev tools!

Re: How I Make A Living Using GameMaker

#5
I suggest people make a living with OTHER tools than GameMaker.

GameMaker although was a good tool, has a horrible company handling it, they put some terrible DRM there (there are lots of horror stories on internet if you look around), their support suck, and they are outright hostile to people dare to try to contract them directly to complain about something.

Also I learned this the hard way (I was warned, but decided to try, and got burned very hard...)

Re: How I Make A Living Using GameMaker

#6
post #5

I suggest people make a living with OTHER tools than GameMaker. GameMaker although was a good tool, has a horrible company handling it, they put some terrible DRM there (there are lots of horror stories on internet if you look around), their support suck, and they are outright hostile to people dare to try to contract them directly to complain about something. Also I learned this the hard way (I was warned, but decid…

Any (non-identifying, if you prefer) details?

Re: How I Make A Living Using GameMaker

#7
post #2

it's unfortunate that the process doesn't result in games that are particularly enjoyable to play. Spelunky (the original - the newer, paid version is not made with game maker though was made possible through the popularity of the original) and Gunpoint were both made with game maker and have been very successful monetarily - Gunpoint in particular was the first game the author made, and its success means he is now a…

sorry but i disagree, gunpoint is brilliantly fun.

Re: How I Make A Living Using GameMaker

#8
post #5

I suggest people make a living with OTHER tools than GameMaker. GameMaker although was a good tool, has a horrible company handling it, they put some terrible DRM there (there are lots of horror stories on internet if you look around), their support suck, and they are outright hostile to people dare to try to contract them directly to complain about something. Also I learned this the hard way (I was warned, but decid…

I don't believe that to be the case, at least not any more. The lead devs are quite active on Twitter, they have a bug reporting system all users can take advantage of, the documentations is growing, and the DRM you speak of is no longer in place and they admitted it was a bad decision (after the skulls incident).

It's becoming a very solid toolset that can produce games for most platforms and does not require a plug-in for web games. The recent roll out of v1.2 has also made it much faster.

Mike Dailly, head of development at YoYo recently did an AMA on Reddit. There's some good information in there on the state of GM and its future.

http://www.reddit.com/r/gamemaker/comments/1lsz0o/im_mike_da...

Re: How I Make A Living Using GameMaker

#9
post #2

it's unfortunate that the process doesn't result in games that are particularly enjoyable to play. Spelunky (the original - the newer, paid version is not made with game maker though was made possible through the popularity of the original) and Gunpoint were both made with game maker and have been very successful monetarily - Gunpoint in particular was the first game the author made, and its success means he is now a…

sorry but i disagree, gunpoint is brilliantly fun.

think i made my point rather badly.. gunpoint and spelunky were my examples of good gamemaker games which make money.

Re: How I Make A Living Using GameMaker

#10
post #2

it's unfortunate that the process doesn't result in games that are particularly enjoyable to play. Spelunky (the original - the newer, paid version is not made with game maker though was made possible through the popularity of the original) and Gunpoint were both made with game maker and have been very successful monetarily - Gunpoint in particular was the first game the author made, and its success means he is now a…

So Spelunky was made with GameMaker. It was extremely enjoyable to play which led to the development of the XBox version.

It contradicts your statement "it's unfortunate that the process doesn't result in games that are particularly enjoyable to play.", doesn't it?

Also I'm sure the dev tools don't play such a big part in the gameplay's quality of the result as you think.

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