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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.
in reply to Calligrafae

hmmm, would Twine work? not 100% sure because i think it's more of an "interactive fiction" maker than a real "game creator," but it might be worth a look
in reply to duncan

Ah nah, I've used Twine before and I think what I want to do is just beyond its limits :D I've made a bunch of IF in Twine though!
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/

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.

in reply to Calligrafae

It's very rudimentary (as in, it basically links web pages into a choose-your-own-adventure style thing) and might not cover everything you want without some code, but Twine might be a start?
in reply to Ciarán O'Brien

I'm familiar with Twine, made a few IFs in it :D What I want to do is a bit beyond it I think, hehe
in reply to Calligrafae

Ah poop. Well, I've only experience in the RPG Maker series beyond that, and I think they're Windows only. Hope you find something.
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Calligrafae
I suck hardcore at logic XD I can do simple interactive fiction with a small selection of 'paths', but the logic gets too complicated for me pretty quick, heh.
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

in reply to Calligrafae

What about ink from Inkle - github.com/inkle/inky

@aparrish

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

in reply to (mapcar #'emacsomancer objs)

Looks like that's just for stories? I essentially want to make a full 2D game with graphics, inventory management, commerce, interacting with visuals in the environment
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

in reply to allison

I'm looking at Godot now - I thought it needed coding but I do see it has some amount of visual scripting so that might be okay :D
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?

in reply to Calligrafae

exactly what do you need it to do? if you're looking for something a visual novel can do there are easy builders for that. same for if you're trying to do an RPG
in reply to Runner 🏳️‍⚧️

What I want is beyond the scope of Twine, I've used that a bunch for a few IFs. I want a 2D game, gathering different groups of materials from nodes, holding them in your inventory, selling them or giving them to NPCs as part of quests, dialogue, scene changes, and upgrading of tools/machinery/something
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.

in reply to Runner 🏳️‍⚧️

From all the replies I'm getting I should have stipulated in the post that I don't want to make a visual novel, hehe XD Godot looks like it might work though, I hadn't realised it has visual scripting stuff and doesn't necessarily need code
in reply to Calligrafae

there's also nintendo's game builder garage or Dreams on playstation but those have somewhat different approaches.
in reply to Runner 🏳️‍⚧️

Ah yeah - I'd want something that lets me export to at least Win/Mac/Penguin and I can't see Nintendo or PS stuff allowing that XD
Unknown parent

Calligrafae
I had a look at Playmaker, but I think I'll try something like Godot first because it's free 😂
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.

in reply to Elena ``of Valhalla''

also, wow, either friendica has been slow at getting replies, or there has been a LOT of them while I wrote that post.
in reply to Elena ``of Valhalla''

Oh yeah, got inundated with responses and hadn't replied to this one! I'd forgotten about ren'py, I'll definitely have a look - I think I'll check out Godot first though as it has some degree of visual node scripting stuff that's code-less ^.^
Unknown parent

Calligrafae
Yeah, someone mentioned a Unity plugin that does it but it's paid and I'd rather try something like godot first
Unknown parent

Calligrafae
Yeah it's more accessible for sure :D
Unknown parent

Calligrafae
Yeah it looks okay - I'll go through the 2D tutorials and see how I do :D
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.

in reply to kandid

@rejke Yeah, I'm looking at Godot now since it has some degree of visual nodes to do stuff. Push comes to shove, my partner has said he wants to learn Godot and he's a programmer so he can potentially help me if/when I get stuck XD
in reply to Calligrafae

@rejke
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.
Unknown parent

Calligrafae
Ah I'm familiar with twine, have used it for a bunch of IFs, what I want to do is more fully fledged 2D game - that's a bit beyond twine :D
Unknown parent

(mapcar #'emacsomancer objs)
I downloaded from github.com/inkle/inky/releases… and unzipped it, and there is an "Inky" binary which just seems to run.
in reply to Calligrafae

Update: I'm going to have a go with Godot and see how that works since I see it has some visual node scripting stuff now ^.^
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...)

in reply to bentosmile🍱

2D semi-idler casual game with little interactions for gathering resources (collecting material, maybe fishing/mining/harvesting -type interactions), resource management, inventory, a simple building component a bit like Spiritfarer, NPCs and dialogue interactions, quests. Art will probably be flat 2D non-animated scenes, stuff that's within my skillset XD
in reply to Calligrafae

Have you tried any kind of visual programming systems? Visual programming might be easier for you. Alternatively, RPGmaker might work, though I'm sure there's something better for your specific goals that I just don't know about.
in reply to Snail

After getting a bunch of replies suggesting it, I'm going to try Godot because that has visual node scripting stuff ^.^
Unknown parent

(mapcar #'emacsomancer objs)

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.

Unknown parent

(mapcar #'emacsomancer objs)
(I assume you're already using github.com/Kungsgeten/ink-mode ? )
in reply to (mapcar #'emacsomancer objs)

(and the Inky download includes the "inklecate" binary at ./resources/app.asar.unpacked/main-process/ink/inklecate_linux )
Unknown parent

Calligrafae
Ooh I'll have a look, thank you!

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