Well it happens to pretty much all klikers who don't just give up after they make some crappy game that gets trashed; they move onto other dev software. I myself have made the move, after researching many, many, dev tools, I've settled on 3dGameStudio. The verson I have (A5) is about on par with Quake 2, though it has all those fancy newish things in it like partiles, realtime shadows, colored lighting, etc. It's fairly cheap ($49 for standard)too, provided you aren't doing any professional developing (pro is like $600). Ah, to level design in 3d again! It feels good let me tell you, but modelling still sucks (at least mine; like really, really badly)
Anyway, any of you going to make some games with something other than a klik family product?
Oh, I haven't abandoned klik totally, that'd be stupid; it's still the easiest/most familiar way to make games. I'm pretty sure I won't be making any more action games (or engines, as seems to be my norm) in klik though. If you'll notice that most of my action games tend to be based around 3d FPS ideas, rather than traditional 2d ones, so they could be much better in 3d. (hellhouse 3d anyone?)
Level designing is MUCH easier in 3d (IMO anyway), I whipped up quite a few prefab objects last night, and will probably make quite a few more tonight. Though there is another reason for my adoption of 3DGS, I need experience for a mapping job coming up, so when I go into the interview, I'd like to have a nice porfolio.
When I have something other than crap to show! I still have to figure out how to do the lighting the way I want it, and then there's the whole AI mess (I'm truly dreading AI).
Maybe I'll whip up a quick FPS with the built in scripts and models just cause I can, and to show you guys some of the levels.
Oh and cause this will prob. lead to questions on if I'm staying an admin or not, the answer is yes, I'm not going anywhere, it's just time to move to the next coding level.
I feel limited all the time when using klik products, that's where ingenuity comes in, while it would be easier in some ways to be able to script ai out, it's kinda fun diong it in a backasswards way.
Havnt you seen the 3D extension to MMF2, dunno what it was called right now, but it was really good, pretty much like Unreal 1 grapics. SO there is no need to leave clickteam products, just wait for MMF2
"They're still somewhat limited for 2D in some respects, but that's the price you pay for simplicity of use."
I agree. The whole concept of 'frames' is dreadful. I wish they allowed you to separate your levels from your events. So one events sheet could run multiple levels, and one level could be handled by different event sheets.
But no. This is why people end up having to build their own MMF-based game engines, so you don't have to update every single frame when you change one event. The result is horridly complicated code, and time wasted on having to build your own level editor.
If I ever move, it'll be to Jamagic. You can make absolutely awesome 2d games just by using the 3d engine and shoving sprites in as 2d planes. 360-degree smooth rotating, no pixel debris when you turn, and you can zoom/rotate the camera, etc. Just don't like the design and editors much.
@dines - Yeah, but the chances of the average young kliker understanding how it works would be lessed by a great deal. It's not easier to do it that way, but it does make for easier understanding.
I'm slowly moving on to C++; with MFC, it's pretty much just as fast and ten times more flexible to make applications. Games is a different matter though, I won't be doing games in C++ for a while yet - I'm not very interested in 3D, and MMF already has an okay 2D engine which I can't be bothered to rewrite in C++.
im stickin to BASIC for a while before i make the jump to c or c++. theres nothing in klick software that can satisfiy that feeling of writing every single thing that makes the game work. "you become one with code". i like it.
your right aggggge. "click"team, "click" & create, the daily "click". cept for one thing, the original "klik" 'n' play...thats spelled K L I K... i like klik no matter what it sounds like.
It really depends on the type of game you make. If you're working on 3D, click products just plain suck (for now). I'm surprised CT hasn't already created a quick 3D game making product. Er, besides Jamagic.
But for most (of my) purposes, click products are pretty damn good. They put things together quick and easy, but like a building made of sticks and lots of scotch tape, they do get a bit messy for the bigger things. I think click products would be so much more easier to use if they just used some sort of system where you could type in events, as well as use the event editor.
But then again, I mainly make (work on) very detailed games which can pretty much be considered text-based with an graphical interface . Clicking buttons is a hell lot faster than typing commands. I think I could do it much faster in C++, but I don't have the time to learn it.
Disclaimer: Any sarcasm in my posts will not be mentioned as that would ruin the purpose. It is assumed that the reader is intelligent enough to tell the difference between what is sarcasm and what is not.
I'm still looking around for an easy switch dev tool to use to jump from MMF, because no matter how much you want to battle down the fact, it is limited in alot of ways, even for 2D games. I'm actually looking to get into 3D designing, expecially because I am slowly growing in 3D skill thanks to 3D Studio Max.