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Game Maker Spaceship Engine Design

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(Redirected from Videogame engine)

Game engines are reusable components developers use to build the framework of the game. This gives them more time to focus on the unique elements like character models, textures, how objects interact, etc. If everyone made their games from scratch without the help of excellent game engines, games would take longer and be more difficult to make.

Creating a racing game in Blender Game Engine

A game engine is a software-development environment designed for people to build video games. Developers use game engines to construct games for consoles, mobile devices, and personal computers. The core functionality typically provided by a game engine includes a rendering engine ('renderer') for 2D or 3Dgraphics, a physics engine or collision detection (and collision response), sound, scripting, animation, artificial intelligence, networking, streaming, memory management, threading, localization support, scene graph, and may include video support for cinematics. Implementers often economize on the process of game development by reusing/adapting, in large part, the same game engine to produce different games[1]or to aid in porting games to multiple platforms.[citation needed]

  • 2Components

Purpose[edit]

In many cases, game engines provide a suite of visual development tools in addition to reusable software components. These tools are generally provided in an integrated development environment to enable simplified, rapid development of games in a by developing robust software suites which include many elements a game developer may need to build a game. Most game engine suites provide facilities that ease development, such as graphics, sound, physics and AI functions. These game engines are sometimes called 'middleware' because, as with the business sense of the term, they provide a flexible and reusable software platform which provides all the core functionality needed, right out of the box, to develop a game application while reducing costs, complexities, and time-to-market — all critical factors in the highly competitive video game industry.[2] As of 2001, Gamebryo, JMonkeyEngine and RenderWare were such widely used middleware programs.[3]

Like other types of middleware, game engines usually provide platform abstraction, allowing the same game to be run on various platforms including game consoles and personal computers with few, if any, changes made to the game source code. Often, game engines are designed with a component-based architecture that allows specific systems in the engine to be replaced or extended with more specialized (and often more expensive) game middleware components. Some game engines are designed as a series of loosely connected game middleware components that can be selectively combined to create a custom engine, instead of the more common approach of extending or customizing a flexible integrated product. However extensibility is achieved, it remains a high priority for game engines due to the wide variety of uses for which they are applied. Despite the specificity of the name, game engines are often used for other kinds of interactive applications with real-time graphical needs such as marketing demos, architectural visualizations, training simulations, and modeling environments.[4]

Some game engines only provide real-time 3D rendering capabilities instead of the wide range of functionality needed by games. These engines rely upon the game developer to implement the rest of this functionality or assemble it from other game middleware components. These types of engines are generally referred to as a 'graphics engine', 'rendering engine', or '3D engine' instead of the more encompassing term 'game engine'. This terminology is inconsistently used as many full-featured 3D game engines are referred to simply as '3D engines'. A few examples of graphics engines are: Crystal Space, Genesis3D, Irrlicht, OGRE, RealmForge, Truevision3D, and Vision Engine. Modern[when?] game or graphics engines generally provide a scene graph, which is an object-oriented representation of the 3D game world which often simplifies game design and can be used for more efficient rendering of vast virtual worlds.

As technology ages, the components of an engine may become outdated or insufficient for the requirements of a given project. Since the complexity of programming an entirely new engine may result in unwanted delays (or necessitate that the project be completely restarted), a development team may elect to update their existing engine with newer functionality or components.[citation needed]

Components[edit]

Such a framework is composed of a multitude of very different components.

Main game program[edit]

The actual game logic has to be implemented by some algorithms. It is distinct from any rendering, sound or input work.

Rendering engine[edit]

The rendering engine generates animated 3D graphics by any of a number of methods (rasterization, ray-tracing etc.).

Instead of being programmed and compiled to be executed on the CPU or GPU directly, most often rendering engines are built upon one or multiple rendering application programming interfaces (APIs), such as Direct3D, OpenGL, or Vulkan which provide a software abstraction of the graphics processing unit (GPU). Low-level libraries such as DirectX, Simple DirectMedia Layer (SDL), and OpenGL are also commonly used in games as they provide hardware-independent access to other computer hardware such as input devices (mouse, keyboard, and joystick), network cards, and sound cards. Before hardware-accelerated 3D graphics, software renderers had been used. Software rendering is still used in some modeling tools or for still-rendered images when visual accuracy is valued over real-time performance (frames-per-second) or when the computer hardware does not meet needs such as shader support.

With the advent of hardware accelerated physics processing, various physics APIs such as PAL and the physics extensions of COLLADA became available to provide a software abstraction of the physics processing unit of different middleware providers and console platforms.

Game engines can be written in any programming language like C++, C or Java, though each language is structurally different and may provide different levels of access to specific functions.

Audio engine[edit]

The audio engine is the component which consists of algorithms related to the loading, modifying and output of sound through the client's speaker system. At a minimum it must be able to load, decompress and play sound files. More advanced audio engines can calculate and produce such things as Doppler effects, echoes, pitch/amplitude adjustments, oscillation, etc. It can perform calculations on the CPU, or on a dedicated ASIC. Abstraction APIs, such as OpenAL, SDL audio, XAudio 2, Web Audio, etc. are available.

Physics engine[edit]

The physics engine is responsible for emulating the laws of physics realistically within the application. Specifically, it provides a set of functions for simulating physical forces and collisions, acting on the various objects within the game at run time.

Artificial intelligence[edit]

The AI is usually outsourced from the main game program into a special module to be designed and written by software engineers with specialist knowledge. Most games will implement very different AI systems, and thus, AI is considered to be specific to the particular game for which it is created. Many modern game engines come packaged with search algorithms such as A-star and subroutines for baking level geometry into a Navmesh which can help speed up the process of scripting AI behavior.

History[edit]

Some game engines experience an evolution over time and develop a family tree, like for instance id'sQuake engine which resulted in the id Tech family

Before game engines, games were typically written as singular entities: a game for the Atari 2600, for example, had to be designed from the bottom up to make optimal use of the display hardware—this core display routine is today called the kernel by retro developers. Other platforms had more leeway, but even when the display was not a concern, memory constraints usually sabotaged attempts to create the arose in the mid-1990s, especially in connection with 3D games such as first-person shooters (FPS). (See also:first-person shooter engine.) Such was the popularity of Id Software's Doom and Quake games that, rather than work from scratch, other developers licensed the core portions of the software and designed their own graphics, characters, weapons and levels—the 'game content' or 'game assets'. Separation of game-specific rules and data from basic concepts like collision detection and game entity meant that teams could grow and specialize.

Later games, such as id Software's Quake III Arena and Epic Games's 1998 Unreal were designed with this approach in mind, with the engine and content developed separately. The practice of licensing such technology has proved to be a useful auxiliary revenue stream for some game developers, as one license for a high-end commercial game engine can range from US$10,000 to millions of dollars, and the number of licensees can reach several dozen companies, as seen with the Unreal Engine. At the very least, reusable engines make developing game sequels faster and easier, which is a valuable advantage in the competitive video game industry. While there was a strong rivalry between Epic and id around 2000, since then Epic's Unreal Engine has been far more popular than id Tech 4 and its successor id Tech 5.[7]

Modern game engines are some of the most complex applications written, often featuring dozens of finely tuned systems interacting to ensure a precisely controlled user experience. The continued evolution of game engines has created a strong separation between rendering, scripting, artwork, and level design. It is now common, for example, for a typical game development team to have several times as many artists as actual programmers.[8]

First-person shooter games remain the predominant users of third-party game engines, but they are now also being used in other genres. For example, the role-playing video gameThe Elder Scrolls III: Morrowind and the MMORPGDark Age of Camelot are based on the Gamebryo engine, and the MMORPG Lineage II is based on the Unreal Engine. Game engines are used for games originally developed for home consoles as well; for example, the RenderWare engine is used in the Grand Theft Auto and Burnout franchises.

Threading is taking on more importance due to modern multi-core systems (e.g. Cell) and increased demands in realism. Typical threads involve rendering, streaming, audio, and physics. Racing games have typically been at the forefront of threading with the physics engine running in a separate thread long before other core subsystems were moved, partly because rendering and related tasks need updating at only 30–60 Hz. For example, on PlayStation 3, physics ran in Need For Speed at 100 Hz versus Forza Motorsport 2 at 360 Hz.

Although the term was first used in the 1990s, there are a few earlier systems in the 1980s that are also considered to be game engines, such as Sierra's Adventure Game Interpreter (AGI) and SCI systems, LucasArts' SCUMM system and Incentive Software's Freescape engine. Unlike most modern game engines, these game engines were never used in any third-party products (except for the SCUMM system which was licensed to and used by Humongous Entertainment).

As game engine technology matures and becomes more user-friendly, the application of game engines has broadened in scope. They are now being used for serious games: visualization, training, medical, and military simulation applications, with the CryEngine being one example.[9] To facilitate this accessibility, new hardware platforms are now being targeted by game engines, including mobile phones (e.g. Android phones, iPhone) and web browsers (e.g. WebGL, Shockwave, Flash, Trinigy's WebVision, Silverlight, Unity Web Player, O3D and pure DHTML).[10]

Additionally, more game engines are being built upon higher level languages such as Java and C#/.NET (e.g. TorqueX, and Visual3D.NET), Python (Panda3D), or Lua Script (Leadwerks). As most 3D rich games are now mostly GPU-limited (i.e. limited by the power of the graphics card), the potential slowdown due to translation overheads of higher level languages becomes negligible, while the productivity gains offered by these languages work to the game engine developers' benefit.[11] These recent trends are being propelled by companies such as Microsoft to support Indie game development. Microsoft developed XNA as the SDK of choice for all video games released on Xbox and related products. This includes the Xbox Live Indie Games [12] channel designed specifically for smaller developers who don't have the extensive resources necessary to box games for sale on retail shelves. It is becoming easier and cheaper than ever to develop game engines for platforms that support managed frameworks.[13]

Game engines as an industry[edit]

Producers of game engines decide how they allow users to utilize their products. Just as gaming is an industry, so are the engines they are built off of. The major game engines come at varying prices, whether it be in the form of subscription fees or license payments. [14]

One of the major game engines used to create several notable games such as Fortnite, PlayerUnknown's Battlegrounds, and Life is Strange 2, the Unreal Engine 4 adopted a free-to-use structure with a royalty on all game sales using this engine.[15] Although the differences among the different game engines blur as they are built upon during the game creation process, different game developers may either be too used to a system to change, or attracted by the huge benefits of such engines regardless of pay-walls.

Another game engine currently bringing in a notable income would be the Unity engine, utilizing a similar pay module to the aforementioned Unreal Engine. [16] This engine is the one behind games such as Rust, Subnautica, and Life is Strange Before the Storm.

Among the other game engines available, Unreal Engine and Unity are often compared and considered competitors on the business side of game engineering. [17]

Game middleware[edit]

In the broader sense of the term, game engines themselves can be described as middleware. In the context of video games, however, the term 'middleware' is often used to refer to subsystems of functionality within a game engine. Some game middleware does only one thing but does it more convincingly or more efficiently than general purpose middleware. For example, SpeedTree was used to render the realistic trees and vegetation in the role-playing video gameThe Elder Scrolls IV: Oblivion[18] and Fork Particle was used to simulate and render real time particle system visual effects or particle effects in Sid Meier's Civilization V.[19]

The four most widely used middleware packages[20] that provide subsystems of functionality include RAD Game Tools' Bink, Firelight FMOD, Havok, and Scaleform GFx. RAD Game Tools develops Bink for basic video rendering, along with Miles audio, and Granny 3D rendering. Firelight FMOD is a low cost robust audio library and toolset. Havok provides a robust physics simulation system, along with a suite of animation and behavior applications. Scaleform provides GFx for high performance Flash UI and high-quality video playback, and an Input Method Editor (IME) add-on for in-game Asian chat support.

Other middleware is used for performance optimisation - for example 'Simplygon' helps to optimise and generate level of detail meshes, and 'Umbra' adds occlusion culling optimisations to 3d graphics.

Game maker spaceship engine design youtube

Some middleware contains full source code, others just provide an API reference for a compiled binary library. Some middleware programs can be licensed either way, usually for a higher fee for full source code.

First-person shooter engines[edit]

A subset of game engines are 3D first-person shooter (FPS) game engines. Groundbreaking development in terms of visual quality is done in order to get FPS games to its current standard. The level of visual details emphasized in these games have become increasingly precise, something that engines focused on flight and driving simulators and real-time strategy (RTS) games don't contain.

The development of the FPS graphic engines that appear in games can be characterized by a steady increase in technologies, with some breakthroughs. Attempts at defining distinct generations lead to arbitrary choices of what constitutes a highly modified version of an 'old engine' and what is a brand-new engine.[21]

The classification is complicated as game engines blend old and new technologies. Features that were considered advanced in a new game one year become the expected standard the next year. Games with a mix of older generation and newer feature are the norm.

See also[edit]

Wikimedia Commons has media related to Game engines.

References[edit]

  1. ^'What is a Game Engine?'. GameCareerGuide.com. Retrieved 2013-11-24.
  2. ^Cowan, Danny. 'Joystiq'. Gamedaily.com. Retrieved 2013-11-24.
  3. ^'Rise of Middleware'. Develop-online.net. 2007-07-06. Retrieved 2011-01-17.
  4. ^Report on Use of Middleware in GamesArchived October 17, 2013, at the Wayback Machine
  5. ^'War Game Construction Kit'. Oh!FM. Archived from the original on 3 September 2012. Retrieved 3 September 2012.
  6. ^'Thunder Force Construction'. Oh!FM. Archived from the original on 1 September 2012. Retrieved 1 September 2012.
  7. ^Bramwell, Tom (2007-08-09). 'id Tech 5 Interview • Page 1 • Interviews •'. Eurogamer.net. Retrieved 2013-11-24.
  8. ^'Game Development Team Composition Study - Changes over time'. Retrieved 2011-01-17.
  9. ^'Video Games Starting to Get Serious'. Gazette.net. 2007-08-31. Retrieved 2011-01-17.
  10. ^'Gaming: Mobile and Wireless Trends for 2008'. M-trends.org. Archived from the original on 2011-01-08. Retrieved 2011-01-17.
  11. ^3D Game Engine Programming (book). Books.google.com. Retrieved 2011-01-17.
  12. ^'xboxlivecommunitygames.org'. xboxlivecommunitygames.org. Retrieved 2013-11-24.
  13. ^'Microsoft to Enable User-Created XBox 360 Games'. Retrieved 2017-05-05.
  14. ^'The 10 Best Video Game Engines 2018 Edition'. The Ultimate Resource for Video Game Design. 2017-03-11. Retrieved 2019-05-15.
  15. ^Savage, Phil (2015-03-02). 'Unreal Engine 4 is now free'. PC Gamer. Retrieved 2019-05-15.
  16. ^'The Two Engines Driving the $120B Gaming Industry Forward'. CB Insights Research. 2018-09-20. Retrieved 2019-05-15.
  17. ^'Unity vs Unreal: Ultimate Game Engine Showdown'. The Ultimate Resource for Video Game Design. 2019-02-11. Retrieved 2019-05-15.
  18. ^'Gamusutra Product Review of Top Vegetation Middleware'. Gamasutra.com. 2003-10-01. Retrieved 2011-01-17.
  19. ^'Firaxis Using Fork Particle Toolset For Civ V's Visual Effects'. Gamasutra. 2010-10-06. Retrieved 2013-11-24.
  20. ^'Gamasutra Engine and Middleware Technology Survey'. Gamasutra.com. 2009-05-08. Retrieved 2011-01-17.
  21. ^Hauteville, Cédric (2011-04-02). 'Technical Game Design: Aim systems in First Person Shooters'. Technical Game Design. Retrieved 2019-03-13.
Retrieved from 'https://en.wikipedia.org/w/index.php?title=Game_engine&oldid=908063826'
GameMaker Studio
Original author(s)Mark Overmars
Developer(s)YoYo Games
Initial release15 November 1999; 19 years ago
Stable release
Written inC++ (Runtime), C# (IDE)
Operating systemMicrosoft Windows
macOS
Available inEnglish, French, Spanish, German
TypeGame creation system
LicenseProprietary
Websitehttps://yoyogames.com

GameMaker Studio (formerly Animo until 1999, Game Maker until 2011, GameMaker until 2012, and GameMaker: Studio until 2017) is a cross-platformgame engine developed by YoYo Games.

Engine

GameMaker accommodates the creation of cross-platform and multi-genre video games using a custom drag-and-drop visual programming language or a scripting language known as Game Maker Language, which can be used to develop more advanced games that could not be created just by using the drag and drop features. GameMaker was originally designed to allow novice computer programmers to be able to make computer games without much programming knowledge by use of these actions. Recent versions of software also focus on appealing to advanced developers.[1]

  • 1Overview

Overview

GameMaker is primarily intended for making games with 2D graphics, allowing out-of-box use of raster graphics, vector graphics (via SWF),[2] and 2D skeletal animations (via Esoteric Software's Spine)[3][4] along with a large standard library for drawing graphics and 2D primitives.[5] While the software allows for limited use of 3D graphics, this is in form of vertex buffer[6] and matrix functions, and as such not intended for novice users.

The engine uses Direct3D on Windows, UWP, and Xbox One; OpenGL on macOS and Linux; OpenGL ES on Android and iOS, WebGL or 2d canvas on HTML5, and proprietary APIs on consoles.

The engine's primary element is an IDE with built-in editors for raster graphics, level design, scripting, paths, and shaders (GLSL or HLSL).[7] Additional functionality can be implemented in software's scripting language or platform-specific native extensions.[8] In GameMaker Studio 2, you can choose whether to export the game as an NSIS installer, or a .zip file containing the game, the data.win file, and any files added under the 'Included Files' tab in the editor.[9]

Supported platforms

GameMaker supports building for Microsoft Windows, macOS, Ubuntu, HTML5, Android, iOS, Amazon Fire TV, Android TV, Microsoft UWP, PlayStation 4, and Xbox One;[10][11][12] support for the Nintendo Switch was announced in March 2018, with Undertale to be the first such title to be brought to the Switch.[13]

Game Maker Spaceship Engine Designs

In past, GameMaker supported building for Windows Phone (deprecated in favor of UWP), Tizen, PlayStation 3, and PlayStation Vita (not supported in GMS2 'largely for business reasons').[14]

PlayStation Portable support was demonstrated in May 2010,[15] but never made publicly available (with only a small selection of titles using it).[16]

Raspberry Pi support was demonstrated in February 2016,[17] but as of May 2018 not released.

Game Maker Spaceship Engine Design Game

Between 2007 and 2011, YoYo Games maintained a custom web player plugin for GameMaker games[18] before releasing it as open-source mid-2011[19] and finally deprecating in favor of HTML5 export.

Games

Drag and Drop

Drag and Drop (DnD) is GameMaker's visual scripting tool.

Space Engine Spaceship

DnD allows developers to perform common tasks (like instantiating objects, calling functions, or working with files and data structures) without having to write a single line of code. It remains to be largely aimed at novice users.[20]

While historically DnD remained fairly limited in what can be comfortably done with it,[21][22] GameMaker Studio 2 had seen an overhaul to the system, allowing more tasks to be done with DnD, and having it translate directly to code[23] (with an in-IDE preview for users interested in migrating to code).

GameMaker Language

GameMaker Language is GameMaker's scripting language. It is an imperative, dynamically typed language commonly likened to JavaScript and C-like languages.[24][25][26]

The language's default mode of operation on native platforms is via a stack machine; it can also be source-to-source compiled to C++ via LLVM for higher performance.[27] On HTML5, GML is source-to-source compiled to JavaScript with optimizations and minification applied in non-debug builds.[28]

History

GameMaker was originally developed by Mark Overmars. The program was first released on 15 November 1999 under the name of Animo (at the time, it was just a graphics tool with limited visual scripting capabilities).[29] The first versions of the program were being developed in Delphi.[30]

Subsequent releases seen the name changed to Game Maker and software moving towards more general-purpose 2d game development.

Versions 5.0 and below have been freeware; version 5.1 introduced an optional registration fee; version 5.3 (January 2004) introduced a number of new features for registered users, including particle systems, networking, and possibility to extend games using DLLs.[31]

Version 6.0 (October 2004) introduced limited functionality for use of 3D graphics, as well as migrating the runtime's drawing pipeline from VCL to DirectX.[32]

Growing public interest led Overmars to seek help in expanding the program, which led to partnership with YoYo Games in 2007.[33] From this point onward, development was handled by YoYo Games while Overmars retained a position as one of company's directors.[34] Version 7.0 was the first to emerge under this partnership.

The first macOS compatible version of program was released in 2009,[35] allowing games to be made for two operating systems with minimal changes.

Version 8.1 (April 2011) sees the name changed to GameMaker (lacking a space) to avoid any confusion[36] with the 1991 software Game-Maker. This version also had the runtime rewritten in C++ to address performance concerns[37] with previous versions.

September 2011 sees the initial release of 'GameMaker: HTML5' - a new version of software with capability to export games for web browsers alongside with desktop.[38]

GameMaker: Studio entered public beta in March 2012[38] and enjoyed a full release in May 2012.[39] Initial supported platforms included Windows, Mac, HTML5, Android, and iOS. Additional platforms and features were introduced over the years following;[40][41][42][43] Late 2012 there was an accident with anti-piracy measures misfiring for some legitimate users.

In February 2015, GameMaker was acquired by Playtech together with YoYo Games. Announcement reassured that GameMaker will be further improved and states plans to appeal to broader demographic, including more advanced developers.[1][44]

November 2016 sees the initial release of GameMaker Studio 2 beta,[45] with full release in March 2017.[46] This version spots a completely redesigned IDE (rewritten in C#[47]) and a number of new editor and runtime features.

Reception

The program currently holds a rating of 8.5/10 on Mod DB based on 223 user reviews; many cite its flexibility and ease of use as positives and instability, crashes, project corruption and outdated features as negatives.[48] Douglas Clements of Indie Game Magazine wrote that the program '[s]implifies and streamlines game development' and is 'easy for beginners yet powerful enough to grow as you develop', though noting that 'resource objects have to be gathered if unable to create' and that licensing between Steam and the YoYo Games website is 'convoluted'.[49]

References

  1. ^ abVinciguerra, David; Howell, Andrew (16 October 2015). The GameMaker Standard. CRC Press. ISBN978-1-317-51469-5.
  2. ^Kerr, Chris. 'GameMaker Studio 2 gets new low-cost 'Creators Edition''. Retrieved 9 May 2018.
  3. ^'GDC17: GameMaker Studios 2.0 Takes On Industry Titans Broken Joysticks'. Broken Joysticks. 12 March 2017. Retrieved 9 May 2018.
  4. ^'Skeletal Animation Sprites Using Spine Blog YoYo Games'. Yoyo Games. Retrieved 9 May 2018.
  5. ^'Drawing'. docs2.yoyogames.com. Retrieved 9 May 2018.
  6. ^'Drawing And Creating Primitives'. docs2.yoyogames.com. Retrieved 9 May 2018.
  7. ^'2D Game Development Engine 'GameMaker Studio 2' Debuts on macOS'. Retrieved 9 May 2018.
  8. ^'GameMaker Studio 2 gets an education edition'. VentureBeat. 23 May 2017. Retrieved 9 May 2018.
  9. ^'Compiling'. docs2.yoyogames.com. Retrieved 20 February 2019.
  10. ^Evan Lewis (6 November 2014). 'Learn how to make your own video games with GameMaker: Studio at RetroGameCon'. Syracuse Media Group. Retrieved 2 December 2014.
  11. ^'This will let you say 'Happy Birthday,' 'Get Well Soon' with a video game'. Alexa Ray Corriea. 22 January 2014. Retrieved 23 January 2014.
  12. ^'No coding required: How new designers are using GameMaker to create indie smash hits'. PC Gamer. Retrieved 15 January 2015.
  13. ^Good, Owen (9 March 2018). 'Undertale coming to Switch brings indie games' GameMaker Studio engine with it'. Polygon. Retrieved 9 March 2018.
  14. ^'We are YoYoGames, we recently announced GameMaker Studio 2. Ask us anything. • r/gamemaker'. reddit. Retrieved 9 May 2018.
  15. ^'Create games for your PSP with Game Maker'. Pocket Gamer. Retrieved 8 May 2018.
  16. ^'Indie platformer They Need To Be Fed coming to PSP'. Pocket Gamer. Retrieved 8 May 2018.
  17. ^'Three great GameMaker games for Raspberry Pi - Raspberry Pi'. Raspberry Pi. 15 February 2016. Retrieved 9 May 2018.
  18. ^'GMking's MarkUp Magazine - Issue 12'.
  19. ^'YoYo Website plans Blog YoYo Games'. Yoyo Games. Retrieved 9 May 2018.
  20. ^'Interview: James Cox of YoYo Games about GameMaker Studio 2 This Is Xbox'. This Is Xbox. Retrieved 9 May 2018.
  21. ^'Drag-and-Drop icons to GameMaker Language reference'(PDF).
  22. ^'No coding required: How new designers are using GameMaker to create indie smash hits'. pcgamer. Retrieved 9 May 2018.
  23. ^'GameMaker Studio creators look back at 17 years of development'. VentureBeat. 4 September 2017. Retrieved 9 May 2018.
  24. ^Christian, Brian; Isaacs, Steven (28 December 2015). GameMaker Programming By Example. Packt Publishing Ltd. ISBN978-1-78588-847-2.
  25. ^Jr, Jerry Lee Ford (1 June 2009). Getting Started with Game Maker. Cengage Learning. ISBN978-1435455214.
  26. ^Habgood, Jacob; Overmars, Mark (31 December 2006). The Game Maker's Apprentice: Game Development for Beginners. Apress. ISBN978-1-4302-0159-5.
  27. ^'GameMaker: Studio introduces YoYo Compiler and cross-platform Shader support'. Retrieved 9 May 2018.
  28. ^Elliott, Jason Lee (22 April 2013). HTML5 Game Development with GameMaker. Packt Publishing Ltd. ISBN978-1-84969-411-7.
  29. ^Jr, Jerry Lee Ford (1 June 2009). Getting Started with Game Maker. Cengage Learning. ISBN978-1435455214.
  30. ^'Game Maker Studio engine'. Desura. Retrieved 29 May 2013.
  31. ^'Game Maker Pages'. 10 January 2004. Retrieved 8 May 2018.
  32. ^Ford, Jerry (2010). Getting Started with Game Maker. Course Technology, a part of Cengage Learning. ASIN1598638823. ISBN978-1-59863-882-0.CS1 maint: ASIN uses ISBN (link)
  33. ^Stanton, Rich (23 July 2015). A Brief History Of Video Games: From Atari to Virtual Reality. Little, Brown Book Group. ISBN9781472118813.
  34. ^Habgood, Jacob; Overmars, Mark (31 December 2006). The Game Maker's Apprentice: Game Development for Beginners. Apress. ISBN978-1-4302-0159-5.
  35. ^Jr, Jerry Lee Ford (1 June 2009). Getting Started with Game Maker. Cengage Learning. ISBN978-1435455214.
  36. ^Eric-Jon Rössel, Tairne (30 April 2010). 'The Original Game-Maker'. Archived from the original on 1 March 2014. Retrieved 15 January 2015.
  37. ^Ford, Jerry (2009). Getting Started with Game Maker. Cengage Learning. p. 333. ISBN978-1133168966.
  38. ^ abRose, Mike. 'YoYo Games Releases GameMaker: HTML5 Tools'. Retrieved 8 May 2018.
  39. ^'YoYo Games unveils GameMaker: Studio for cross-platform development'. VentureBeat. 22 May 2012. Retrieved 8 May 2018.
  40. ^'Game Maker Studio 1.1 released - csanyk.com'. csanyk.com. 6 September 2012. Retrieved 8 May 2018.
  41. ^'YoYo Games updates GameMaker: Studio to speed development time'. VentureBeat. 27 August 2013. Retrieved 8 May 2018.
  42. ^'GameMaker est disponible en version 1.3 et apporte un nouveau débogueur et le support des consoles de Sony'. Developpez.com (in French). Retrieved 8 May 2018.
  43. ^'Welcome to GameMaker: Studio 1.4 GameMaker Blog'. 18 June 2016. Retrieved 8 May 2018.
  44. ^'YoYo Games is Acquired by Playtech plc YoYo Games'. 26 March 2015. Retrieved 8 May 2018.
  45. ^'GameMaker Studio 2 enters beta'. PCGamesN. Retrieved 8 May 2018.
  46. ^GameFromScratch.com, Copyright. 'GameMaker Studio 2 Released'. www.gamefromscratch.com. Retrieved 8 May 2018.
  47. ^'GameMaker Studio 2: Remade to Stay Up-to-date - Gamesauce: Global Inspiration for Game Developers'. www.gamesauce.biz. Retrieved 8 May 2018.
  48. ^'GameMaker: Studio Reviews'. DBolical Pty Ltd. Retrieved 15 January 2015.
  49. ^Douglas Clements. ''GameMaker: Studio' – Lord Over The Pixels'. Indie Games Magazine. Archived from the original on 22 December 2017. Retrieved 19 January 2017.

External links

  • Programming:Game Maker at Wikibooks
  • Media related to GameMaker Studio at Wikimedia Commons
Retrieved from 'https://en.wikipedia.org/w/index.php?title=GameMaker_Studio&oldid=911841167'