Emerging after the advent of procedural and object oriented programming languages, Clickteam's revolutionary products have facilitated much of the creativity and production of software. With this tool available to all, a community rises from the shared admiration of many for these products, and its members display the products that they have made through them. The new community is the offspring of Clickteam, the infantile generator of games, struggling against the limitation of their interface to shape functionality, whose power is most adequately wielded through the interfaces of its predecessors. Yes, the old programming languages, the elegant ones that preceded them, the tools that were used even to bare them; they are the most efficient; they are the most convenient. Developing a product in one of those languages is concisely expressing its flow, but developing in the click and point interfaces of Clickteam is applying cheat codes to a poorly framed game. When inventing in MMF, you are exploiting it. You are causing it to do something that therein is not conveniently done. Are variables not better than alterable values? Yes, they are, as are many things that came before it. Nevertheless, I have abandoned it not for this reason, but because of how rude its community was to me.
"I have abandoned it not for this reason, but because of how rude its community was to me. "
I don't think I have ever seen you here on this site David, that or you were using a different name? Also the community has been very open and cool recently to folks looking for guidence or questions. Just take a look at the code-it sections.
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I was here once several years ago, but my immaturity made me somewhat of an outlaw in the community. I had hoped then that one day I would be welcomed again, and given the chance to behave myself appropriately here. I don't suppose anyone knowing who I am would be willing to give me another chance. But I have definitely matured. Rikus, you seem kind enough. Are you willing to give me that chance? I will appreciate it, and I will prove it through my conduct.
My name is not David, but I'm afraid that if say my real name some that knew me will be alarmed. If you can focus on my change of attitude in the community now, and disregard my past, I will feel free to tell you my name. Do I have that guarantee?
I actually did create a few games in Multimedia Fusion, but they were not nearly as good as many of the games available here. I also learned several programming languages. Despite everything I've played with, I have not mastered anything. I do, however, have the common sense to grasp the qualities of each development tool I've used, and to tell which of them is the most adequate. I'm not against using MMF, nor do I want to discourage anyone. I have simply realized the surpassing benefits of programming languages over the click and point approach. But I will tell you this, as the first tool to make it possible for me to create apps and games, Multimedia Fusion had both captivated me and greatly cultivated my brewing passion for becoming a programmer.
I don't have them anymore. They were on an old computer. I think I might get back to it though. But I'll have to get the latest version of MMF. The last one I had was 1.5.
who gives a crap how you were 6 years ago, I'm sure you've grown up a lot since then.
Nobody's born a pro, don't be afraid to show your creations. Some newcomers show their stuff and 99% of the time they get constructive criticism.
This thread is a waste of time.
You don't need to be given permission to come back to the community. Stop worrying about being accepted and just make games.
Klik is like an ultra high-level language, so high that transcends language itself. It is communication to your computer without language! Just pictures. But well, like with all high-level languages, you do a lot more per line, but have a lot less control. Basically, you get more done as a programmer, but it's more inefficient hardware-wise.
Also, the Lua extension overcomes most of the huge problems that come with MMF. Reading 1000 lines of code is easier than reading 200 events. Lua solves that. Also lets you make functions, use variables, etc.
BTW, I think most of the game making communities are rude. TDC's mellowed down a bit since the elitists left, but I still avoid TIGSource and the Game Maker communities. It was worse, not so bad now.
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.
Originally Posted by Muz Klik is like an ultra high-level language, so high that transcends language itself. It is communication to your computer without language! Just pictures. But well, like with all high-level languages, you do a lot more per line, but have a lot less control. Basically, you get more done as a programmer, but it's more inefficient hardware-wise.
Also, the Lua extension overcomes most of the huge problems that come with MMF. Reading 1000 lines of code is easier than reading 200 events. Lua solves that. Also lets you make functions, use variables, etc.
BTW, I think most of the game making communities are rude. TDC's mellowed down a bit since the elitists left, but I still avoid TIGSource and the Game Maker communities. It was worse, not so bad now.
that_post:gsub("Lua extension", "XLua extension")
there isn't really inherently wrong with the idea of visually-based programming languages (others exist), but the way it's implemented in mmf etc. isn't close to perfect (workarounds workarounds workarounds ARGH)
the expression editor gives you a fair amount of exposure to a textual language, so once you get past the "launch an object" and "facing a direction" type of actions you're basically scripting. the problem is that it's missing some nice things and other things are not so nice to implement compared to other languages (again, workarounds)
Also, I agree about the workarounds. Some people claim you can do anything with MMF with enough effort, but after a while you start having to duct-tape everything together. It's sort of like building a house with Lego.. it's really, really fast at first, but after a certain size, you just have to patch everything together, that it's easier to put bricks under your Lego.
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.
"You've definitely matured, whoever you are, your first post resembles a paragraph from an 80s computer science textbook.
Personally I take it as proof that the community is dying"
What do you mean?
The community has thrived ever since its members joined to share their creations. And although many of them have lost their passion to create games, or to create them the way the members of this community create them, new members frequently join out of a fresh desire. And though they leave, even others will join. So I do not agree that the community is dying or that it will die, unless revolutionary new products or ideas prove far better and more convenient than Clickteam's products, and believing this we all abandon the old products completely for products we deem superior. In that case, the community will die. But too many of us love the products that we use, and we prefer to use them over anything else. Since we keep our passion for them, I am sure that for every member who leaves the community or abandons the fun we have in making games, Clickteam's products will captivate yet another user, and they will become a member of the Daily Click. So the community is not dying; it is merely shifting generations.
Coding a game in a visual manner gives you far less headaches than typing hundreds of lines of code. Also it requires a much shorter learning curve. But more importantly it requires much less time to create a casual game.
Sure, game makers usualy come with a cost of performance, but using just lines of code wont save you from building a badly programmed game, you can make a very efficient game without the need of getting into hardcore programming.
SO SCREW YOU MAN!!! lol just kidding, if you enjoy game making, there's nothing that should stop you from doing it, even if community dudes (like circy) try to keep you down'n'shit.
Originally Posted by Dogzer Yeah, what's with the click'n'drag bashing huh?
SO SCREW YOU MAN!!! lol just kidding, if you enjoy game making, there's nothing that should stop you from doing it, even if community dudes (like circy) try to keep you down'n'shit.
Yes and no -- can it be done properly? Yes -- with proper memory referencing and functions you could develop an optimized point & click development system. But whether clickteam does or plans to do this; who knows.
The only problem with point & click development seems to be that the creators usually do not plan what they want to be able to do with the tool from the start, which lead to inefficiencies later on.