GameDev Studio V0.0.3

Posted by brett14 on March 13, 2012, 11:55 p.m.

Gamemaker is a really cool application, but runs on a closed source engine, and is not the fastest thing around. That got me thinking, why not make my own gamemaker? That's exactly what I went ahead and did, and almost a year later I have GameDev Studio.

Website link: http://gamedevstudio.yolasite.com/ - Please report whether or not you can get any of the examples to compile and run. If you encounter problems compiling, firstly make sure you have MinGW installed (correctly), and the path to g++ is correct. If more errors are encountered, REPORT THEM!

GameDev Studio has an IDE very similar to gamemakers, built fully with C++. It runs off an open source engine, also made with C++. It is completely free to use, please go and check it out! (Currently Windows only. Linux/Mac is coming soon). It probably contain bugs, please report any that you encounter. For future reference I abreviate it as GDS.

IDE Features:

-An Image Viewer/Basic Editor (WIP)

-Font Loader (similar to gamemakers)

-Script Editor (syntax highlighting)

-Shader Editor (through HLSL on windows, GLSL on other OS's)

-Object Editor (Event based, very similar to gamemakers)

-Room Editor

-Global Variables

-Sprite Editor (Animated Images)

-Bunch of other stuff

Engine Features:

-Collisions

-Fast Hardware Accelerated Graphics, powered through the open source engine: Irrlicht.

-Particle Systems

-Surfaces

-Pixel and Vertex Shaders

-Completely open source

-A whole bunch of other things

I've been working on this project for just under a year, and it has been an adventure :P . I've learned lots, and plan to keep on working on it. Comments/Suggestions/Bug Reports? Please note, that I was rushed to get it released because I wanted to get it online, so it is missing features/functions that you may expect it to contain, and many parts of it are not implemented yet but are there (ie: 3D rooms).

Comments

brett14 13 years, 10 months ago

I'll have a look at the help file. May have to change to a bunch of .html docs, does the irrlicht help file open for you?

As a temporary fix, have codeblocks running in the background. Open the codeblocks project at: Compiler/Gds/gds_engine/gds_engine.cbp (relative to the GDS directory). Pop down the folder labeled "Headers", and all the functions are contained within there, with parameters.

The ones you can use start with the word "DLL_EXPORT ", followed by the function name then the parameters. I will fix that documentation problem.

colseed 13 years, 10 months ago

The irrlicht helpfile does open in Chrome (default browser), yes

I'll try the codeblocks things tomorrow (almost 3am here, so i guess later today technically lol).

Thanks for looking into this stuff though :D

S3xySeele 13 years, 10 months ago

Looks impressive as fuck and I'd love to try it, but I'm on a Mac.

LAR Games 13 years, 10 months ago

This is pretty cool, I have a question. Do you use C++ from within the application as well? Or does it have a proprietary language like GML?

brett14 13 years, 9 months ago

Everything you code is with C++, however I am planning on adding LUA support for scripting (sometime). The functions are C++, and get called with C++ however they closely represent a language such as GML. This forces the user to use "==" and "=" in the correct place, as well as declare all variable types such as: ints, strings, floats, bools, Objects, etc.

So as of right now, everything is compiled. When I add LUA support, it'll be a mix.