But if you start wanting to do things more complicated or different from its wheelhouse, while it can be possible, the interface tends to get in the way and I eventually got to the point where I just wanted to write code. In particular I was trying to get a puzzle game with a slightly more complicated method of removing and clearing things, and I just kept fighting the system and not knowing how to get it to do what I wanted it to do.
I don't think GameMaker is unique in this, though. I've felt this way about pretty much every overly opinionated Game making tool (Construct 2 was even worse for me). Only game making tool I think got it just right was Flash and Actionscript 1.0, opinionated but you could still do pretty much everything (A previous version, Flash Player 4, was too restrictive, it wasn't until 1.0 that it became everything needed to make games fast and without any real restrictions). Unity is also good, albeit a bit more complicated than Flash ever got.
That combination was one of the environments that grew my general ability to program as a kid
I think the Pico-8 system does a pretty good job of being open to pretty much whatever you throw at it for game logic (it's just lua scripting), while having a bunch of other things built in to allow for sprites, music, etc. You're limited in colors, graphics, and music, but the actual programming process feels a lot smoother to me (in fact I was able to port the logic of a game of mine with only converting it into lua code). If I were just getting started nowadays, I'd probably be making games in Pico-8.
Me too! Ti 83-Plus! I always say the day I became a programmer was the day I accidentally hit PGRM twice (opening the PGRM catalog).
The thing is when I started on the Ti-83 I was still in grade school, so I was limited to things I had access to (the only reason I even had the calculator was because my dad had one and I..."requisitioned" it :D).
So even if there was something like Pico-8 (And iirc there was, Uzebox) I couldn't get access to it until much later, after the point I had started with Game Maker too. I think stuff like Game Maker and RPG Maker was great because there was no cost or barrier to entry other than a PC (Even if it meant carrying around Game Maker files on USB sticks and using library computers like I did)
Edit: Totally confused Pico 8 with something else! (Pocketchip), I think the younger me would probably have been vastly confused by the idea of programming a "virtual console" but it'd definitely have been an interesting route to start programming with
I think they screwed up the design and feel of the buttons, and it's actually very difficult to play the games (especially the D-Pad) or program directly on the device as a result.
They needed something closer to keys on a graphic calculator, actually, and a proper d-pad, and I might have used it more than the two times since I got it a year ago. I was actually hoping it'd be like a TI calculator but dedicated for gaming, but alas, I had a better device for ultra portable game development 23 years ago.
I still play the Pico-8 games on the computer though and there's some really cool ones out there. I have a game that's almost complete myself (basically just a demake of my most popular game that I often use as an exercise to learn a new system), but I got distracted by other shiny things. Maybe I'll get back to finishing it sometime in the next six months.
I was never really interested in making/playing video games but Hotline Miami changed that so I decided to play around with GameMaker and GML and had a lot of fun, didn't have a particular game design in mind so I just made my resume in the form of a platformer, exported it for web, threw it on my website and that was that( https://abhirag.in/interactive_resume/ ) [doesn't work on small screens] I loved the experience and plan to work more with it in future, but will keep your advice in mind and try out Unity too :)