I want to make a game that has a visual element, doesn't have to be animated (I'll do the drawing), click-interactions, dialogue, currency, inventory. I can't code, and I have a really *really* hard time trying to wrap my head around programming any time I've tried it, to the point of getting so frustrated I shut down, so that's not an option. I just don't have logic-brain. Is there a tool that would suit my needs? *Please* don't reply 'just learn programming', that doesn't help.
rag. Gustavino Bevilacqua reshared this.
duncan
in reply to Calligrafae • • •Calligrafae
in reply to duncan • • •Calligrafae
in reply to Calligrafae • • •rag. Gustavino Bevilacqua
in reply to Calligrafae • • •Hyperlink Your Heart
in reply to Calligrafae • • •Construct3 has visual scripting - haven't used it myself so I can't comment on how the experience is.
construct.net/en
Godot also has visual scripting, and I have tried it, but it is basically the same as regular programming imo. A lot of working in Godot is putting together "nodes" that do what you want so you can do a surprising amount without writing code, but hard to avoid logic when it comes to making games really...
godotengine.org/
Game Making Software - Construct 3 ★★★★★
ConstructHyperlink Your Heart
in reply to Hyperlink Your Heart • • •Oh yeah here's another one I came across:
stencyl.com/
Again, I haven't tried it, but it claims that there is no coding required.
Stencyl: Make iPhone, iPad, Android & Flash Games without code
stencyl.comCalligrafae
in reply to Hyperlink Your Heart • • •Ciarán O'Brien
in reply to Calligrafae • • •Calligrafae
in reply to Ciarán O'Brien • • •Ciarán O'Brien
in reply to Calligrafae • • •Calligrafae
Unknown parent • • •allison
in reply to Calligrafae • • •renpy maybe? renpy.org/ it's not 100% code-free but the scripting language is designed to be friendly to people who don't want to write code.
also, unity, unreal and godot all have visual scripting functionality, so you can add logic without having to write code. probably worth trying, if only because there's tons of introductory tutorial material available for those platforms
The Ren'Py Visual Novel Engine
renpy.org(mapcar #'emacsomancer objs)
in reply to allison • • •There is also Twine - I don't know if that would cover the sort of thing you have in mind. twinery.org/
@aparrish
Twine / An open-source tool for telling interactive, nonlinear stories
twinery.orgCalligrafae
in reply to (mapcar #'emacsomancer objs) • • •(mapcar #'emacsomancer objs)
in reply to Calligrafae • • •What about ink from Inkle - github.com/inkle/inky
@aparrish
GitHub - inkle/inky: An editor for ink: inkle's narrative scripting language
GitHub(mapcar #'emacsomancer objs)
in reply to (mapcar #'emacsomancer objs) • • •They self-describe as "Markup, not programming: Text comes first, code and logic are inserted within."
inklestudios.com/ink/
@aparrish
ink - inkle's narrative scripting language
www.inklestudios.comCalligrafae
in reply to (mapcar #'emacsomancer objs) • • •(mapcar #'emacsomancer objs)
in reply to Calligrafae • • •I mean, they use it for their own graphical games. But, admittedly, I don't know the details of how ink interfaces with the graphical bits.
@aparrish
Calligrafae
in reply to allison • • •brennen
in reply to Calligrafae • • •the thing that came to mind, even though it's not visual at all, is the very old-school Adventure Game Toolkit, where you could basically edit some structured text files and get a functioning adventure game. i really wonder what, if anything, the modern equivalent is for stuff with visuals...
does twinery.org/ fit in here somewhere?
Twine / An open-source tool for telling interactive, nonlinear stories
twinery.orgRunner 🏳️⚧️
in reply to Calligrafae • • •Calligrafae
in reply to Runner 🏳️⚧️ • • •Runner 🏳️⚧️
in reply to Calligrafae • • •have you considered something akin to a visual novel? Tyranoscript builders are a thing and there's plugins to be able to have inventories and what not.
also things like gamemaker and construct and godot have modes that let you figure out logical connections without typing code.
Calligrafae
in reply to Runner 🏳️⚧️ • • •Runner 🏳️⚧️
in reply to Calligrafae • • •Calligrafae
in reply to Runner 🏳️⚧️ • • •Calligrafae
Unknown parent • • •Elena ``of Valhalla''
in reply to Calligrafae • •I'm not sure whether it fits the description, but maybe ren'py?
renpy.org/
It's an engine for visual novels, but it has also been used for simple sim games, so it's possible that currency and inventory are feasible.
I'm not sure how much its scripting counts as programming, however.
(mapcar #'emacsomancer objs) likes this.
Elena ``of Valhalla''
in reply to Elena ``of Valhalla'' • •Calligrafae
in reply to Elena ``of Valhalla'' • • •Elena ``of Valhalla'' likes this.
Calligrafae
Unknown parent • • •Calligrafae
Unknown parent • • •Calligrafae
Unknown parent • • •kandid
in reply to Calligrafae • • •I think it will not work without programming. The logic behind the interactions will have to be defined with short scripts.
Years ago when the Blender game engine wasn't completely obsolete i used their logic bricks. But only for a short time until i ended up with Python again.
My recommendation is the Godot engine. Izabela Latak-Grzesik @rejke does very nice things with this game engine.
Another possibility is, you work together with a human who does the programming.
Calligrafae
in reply to kandid • • •kandid
in reply to Calligrafae • • •Some years ago borrowed the german version of this book in the public library in Stuttgart: Jesse Schell, The Art of Game Design. It is very expensive. But was the best i ever read on how to make a game.
Calligrafae
Unknown parent • • •(mapcar #'emacsomancer objs)
Unknown parent • • •Calligrafae
in reply to Calligrafae • • •bentosmile🍱
in reply to Calligrafae • • •is it any specific genre? Because there's genre tools like RPG Maker (last time I used it, the coding was done through what it called 'switches') and Ren'Py (requires scripting in a kinda python lite. Can be used for phoenix wright like games as well. Anything extra takes modding the software).
Elsewise... I used to use Construct. There's a new version which I've not used. It codes in English, so useful for learning code concepts without learning code. (Cont...)
Calligrafae
in reply to bentosmile🍱 • • •Snail
in reply to Calligrafae • • •Calligrafae
in reply to Snail • • •Snail
in reply to Calligrafae • • •Calligrafae
in reply to Snail • • •(mapcar #'emacsomancer objs)
Unknown parent • • •I only played with it a little bit, but the editor seems to have the compiler built-in: I was able to export to HTML and have it work, just using that binary.
I haven't poked at it enough to know how to talk to the compiler separately, but even in the worst case scenario you could edit in Emacs and just open in the Inky app to compile.
(mapcar #'emacsomancer objs)
Unknown parent • • •GitHub - Kungsgeten/ink-mode: An Emacs major mode for the interactive fiction scripting language Ink, by Inkle Studios.
GitHub(mapcar #'emacsomancer objs)
in reply to (mapcar #'emacsomancer objs) • • •Calligrafae
Unknown parent • • •