IG MAKER HAS BEEN RELEASED! (ENGLISH ACTION GAME MAKER)
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I have downloaded the demo. Haven't tried it yet, through. I'm too busy working overtime all the time etc. My girlfriend and I might make a game together sometime <3
post=90429
On topic:
So, who all here has actually tried this out?
I am.
I'm not really trying to develop any projects with it at the moment, rather I'm just exploring its capabilities. I'm still on the trial mode, and even when it ends I'm still not going to buy it right off the bat. I don't have an income :(
Sorry about the bumpitty bump, but reading this topic caused me to register so I could post a question.
I'm not sure why everyone seems to think WAV files are such a bad thing. They are not standard (or as standard as MP3s), sure, and the file size is exceedingly large (which might cause some problems trying to fit a game file within the 150 MB max for XNA games), but WAV files are basically CD-quality. Meaning, for the most part, lossless. MP3s, even at 320 kb/s, still lose a lot of the dynamic range that WAV files preserve. I would think that if you are trying to upload to the Xbox 360 (which it seems what this software with the title change is being geared towards...the Xbox thing is called XBLIG-Xbox Live Indie Games, and the software is now called IG Maker...coincidence?), it would seem that you would want decent quality sounds/music, which MP3s are just not gonna give you.
Also, it does state in the software that when compiling this for Flash, MP3s CAN be used. And when using the AGPlayer to play other people's games, does it really matter how big the folder is? As I stated, with the 150 MB size for XNA uploads to the 360, WAV might be a bit rough due to file size, but otherwise, what's everyone's big beef about using them?
I'm not sure why everyone seems to think WAV files are such a bad thing. They are not standard (or as standard as MP3s), sure, and the file size is exceedingly large (which might cause some problems trying to fit a game file within the 150 MB max for XNA games), but WAV files are basically CD-quality. Meaning, for the most part, lossless. MP3s, even at 320 kb/s, still lose a lot of the dynamic range that WAV files preserve. I would think that if you are trying to upload to the Xbox 360 (which it seems what this software with the title change is being geared towards...the Xbox thing is called XBLIG-Xbox Live Indie Games, and the software is now called IG Maker...coincidence?), it would seem that you would want decent quality sounds/music, which MP3s are just not gonna give you.
Also, it does state in the software that when compiling this for Flash, MP3s CAN be used. And when using the AGPlayer to play other people's games, does it really matter how big the folder is? As I stated, with the 150 MB size for XNA uploads to the 360, WAV might be a bit rough due to file size, but otherwise, what's everyone's big beef about using them?
Actually, the size and quality of WAVs depend on the encoding. There's quite a bit of difference between 48000 KHz 32-bit Stereo and 8000 KHz 8-bit Mono, for instance.
The main problem with them is actually the size, in most cases (i.e. anything that is going to be downloaded), it is way better for a game's soundtrack to be in a compressed format such as .ogg rather than being 300 megabytes.
The main problem with them is actually the size, in most cases (i.e. anything that is going to be downloaded), it is way better for a game's soundtrack to be in a compressed format such as .ogg rather than being 300 megabytes.
Also FLAC is lossless and has compression. It's the PNG to BMP/WAVs!
And not everybody has amazing Internet where 300mb downloads are done in no time and mean nothing against bandwidth limitations. (or cares about a trivial improvement in audio quality half the people wouldn't notice for a huge inreasein file size)
And not everybody has amazing Internet where 300mb downloads are done in no time and mean nothing against bandwidth limitations. (or cares about a trivial improvement in audio quality half the people wouldn't notice for a huge inreasein file size)
post=85330
If somebody designs a plugin for other audio formats it will wreck the cross-compatibility hope this helps
I don't think it was cross platform to begin with (XBOX is related to the DirectX environment in Windows). But if you wanted cross platform media play there's always the mplayer library,
I keep thinking about drafting a game with this. I don't think I ever will though because I am really busy.
AGM is awesome with the just set sprite and its hitbox and mapping, but no scripting+wav only support is really its downfall =_=
I'd say another downfall is the overly "innovative" interface. Sure it's great once you get used to it, however I can't help but feel it's unnecessarily complex for something that might be better off made in something like GM or even construct
...or MMF2 for that matter.
I don't really care what this thing can do, it may have better features than GM or MMF2 but if you can't get in there and script then I just don't see the appeal.
Now, if it develops a big enough fan base of intelligent people, they might develop plugins that could seduce me. However, judging from how much RM communities in general are dwindling, I doubt it.
I don't really care what this thing can do, it may have better features than GM or MMF2 but if you can't get in there and script then I just don't see the appeal.
Now, if it develops a big enough fan base of intelligent people, they might develop plugins that could seduce me. However, judging from how much RM communities in general are dwindling, I doubt it.
3D GameStudio and the Acknex engine is probably easier to use. It's the first game creation tool I've ever used personally. I think they messed up the interface though in the WED world editor and the engine is a bit quirky. 3D Collisions are a pain though. But of course you need to know scripting right off the bat if you want to make something that's not a first person shooter.





















