How I Make A Living Using GameMaker
gamemakerblog.com
gamemakerblog.com
The cynical view of how this works is: start doing something, find out you can make a little bit of money doing it, decide you can make a lot of money by essentially selling services around doing that something for other people that do that something already or might be interested in getting into it, and then make that your business.
My question is: is this really all that bad in and of itself? Is someone selling picks and shovels in a gold rush necessarily selling something people shouldn't buy? Are they inherently less trustworthy because they get into the picks and shovels business?
The argument is often made that you can get the same information for free elsewhere. Well, that's what I always say about college and why I think it's a horrible investment, but obviously people disagree with me there. But why is college more legitimate? Because it's been around longer? As far as I can tell, colleges are selling picks and shovels in a gold rush that ended 20 years ago. At least the Game Maker racket is just getting started :-)
The best argument of course is that the vendor has the incentive to hype the prospects of their industry, often an industry in which success is faaaaar from assured (like every industry). But I don't know, how does this rule apply here any more than it applies to any other industry where someone is trying to get people excited about the prospects of a future technology/industry/event/whatever?
And for the record, I have no affiliation with the OP, I just don't think it's particularly fair that just because you are offering information products around some potentially dubious business opportunity that it's a valid criticism to essentially say "oh, he's selling picks and shovels, so he must be a douche" (I'm paraphrasing of course...)
Other side anyone?
To clarify, I only sell a single information product, and the reason for publishing it was simply to diversify my online income instead of being solely reliant on HTML5 sponsorships. Overall, it has only made up about 10% of my total revenue, so it's not a big part of the equation.
That said, I'm certainly not against selling picks and shovels.
No, I said nothing like that.
I often skim the top few comments of an article before I read the article itself, to see if the article is worth my time. I appreciate seeing the kinds of comments I made, because it saves me time when others do it. Judging by the number of up votes I received, I'm not alone on this.
I suspect these articles are often up-voted based on the title alone, since they generally have no real content worth discussing (sometimes interesting discussion does arise despite this).
The long and short of it is that as long as there is no down vote button for articles, you will continue to see skeptical comments from HN users.
There is no way to confirm he actually made good money using game maker. If he made 80k, no doubt people here would give it a try, but what if the real number was 10k? People probably wouldn't bother.
Because there are so many blog posts that sound like this (I made lots of money doing X and now you can do it too by buying Y I am selling) I tend to have a healthy dose of skepticism.
GameMaker although was a good tool, has a horrible company handling it, they put some terrible DRM there (there are lots of horror stories on internet if you look around), their support suck, and they are outright hostile to people dare to try to contract them directly to complain about something.
Also I learned this the hard way (I was warned, but decided to try, and got burned very hard...)
DRM from Game Maker 6 and 7, made the software refuse to launch entirely sometimes, it was specially worse when other products with the same DRM were installed (interestingly, the other products worked fine... I believe GM implementation of the DRM that was particularly broken).
Also the forums frequently had people complaining of the thing losing its registration, or ask for the serial over and over and over again, and so on.
My own story: I decided to make my university final project with Game Maker.
I bought 3 copies as needed for the team.
Then one of them stopped working on my own machine, since I was the lead programmer, that was a problem... I started interacting with GM support team over it, they were rude, and not interested at all in fixing it.
Then I complained on the forum, and my posts were deleted.
Then I searched around on internet, and found out the past horror stories about YoyoGames and how much people used cracked GM even after buying it because of all its issues...
I got curious, and downloaded a cracked copy, and YAY! It worked super fine (eventually I delivered my project to the university using the cracked copy, my dispute with Yoyo only finished after I delivered the project, when I was trying to make another game then, and decided in the end to switch to Novashell).
I then told support it was their DRM fault, their reply was: "It is not... And if it is, complain to Softwrap (DRM vendor)"
Then I told them that the cracked copy worked, and asked them for a official no-DRM version.
Their reply was: "You are a filthy pirate asshole" (or something like that) and they closed all my support tickets (even ones that had nothing to do with the DRM issue).
I got extremely upset, and posted the whole story on their forums, screenshots and all...
Then two bizarre things happened:
Although SOME users got outraged too, most of them embarked into a sort of fanatic fanboism and started to spout lots of random crap, trying to offend me (and any other user that was outraged by my story), and throwing weird defenses... Mind you, most of these were users of the free version (some probably used cracked versions themselves, without paying... I paid for 3 copies, remember that).
Then they deleted my post again... That was expected. What I did NOT expected, was that they "stealthbanned" me, instead of banning me (something that would tell all other users I was banned), they just removed all my permissions, and kept doing that to any account I created... As soon I logged in the forums (with any account), I would get "permission denied" and could not see even the front page, or log-off, but when I visited my past posts as a guest, they were there like if nothing happened, like if I was never punished.
Sad with the whole situation, specially hearing that Mark Overmars (GM original creator) was a nice person, I e-mailed him.
His reply (I am copying and pasting from my g-mail)
"I am sorry but I am completely not involved in this process. I can only recommend that you ask nicely and apologize for using a cracked version. Hopefully that helps.
Mark
______________________________________________ prof. dr. Mark H. Overmars Institute of Information and Computing Sciences, Utrecht University"
Later Yoyo pulled (against other people... I had already left, for obvious reasons) other funny stuff, like their first iOS Gamemaker they did some backtracking on promises and did some unexpected stuff, and charged a "tax" too (I don't remember the exact numbers, but if you sold something for 1 USD at iTunes, you paid 30 cents to apple, and more 30 cents to Yoyo, also the game had to be on their account, so they got all download numbers and whatnot, not benefiting you of cross purchases).
To me it does not matter that the programmers are nice, or that the thing is well programmed, or that they removed (after so much problems) their DRM, what matters is that Yoyo games is a company that has no respect for its costumers.
lol, sorry could not resist the typo in the last sentence.
Also, the blog's author sounds just like "I'm earning $10000 a month, click here to learn about it" ads. I suspect he is in collusion with yoyo games.
It's becoming a very solid toolset that can produce games for most platforms and does not require a plug-in for web games. The recent roll out of v1.2 has also made it much faster.
Mike Dailly, head of development at YoYo recently did an AMA on Reddit. There's some good information in there on the state of GM and its future.
http://www.reddit.com/r/gamemaker/comments/1lsz0o/im_mike_da...
One general thought I have is how hard it would be to use these for business apps... particularly the reporting/dashboard style where there isn't as much need for standard CRUD input controls. It shouldn't be too hard to access REST interfaces with modern game dev tools!
1. http://gameware.autodesk.com/scaleform
2. But uses its own rendering engine, with far better performance than Flash itself.
Spelunky (the original - the newer, paid version is not made with game maker though was made possible through the popularity of the original) and Gunpoint were both made with game maker and have been very successful monetarily - Gunpoint in particular was the first game the author made, and its success means he is now a full time game developer.
Obviously this route requires a lot more risk for a lot more time, but game maker is capable of a lot more interesting things.
http://spelunkyworld.com/original.html http://www.gunpointgame.com/
It contradicts your statement "it's unfortunate that the process doesn't result in games that are particularly enjoyable to play.", doesn't it?
Also I'm sure the dev tools don't play such a big part in the gameplay's quality of the result as you think.
But I think another, more devious way to phrase "it's unfortunate that the process doesn't result in games that are particularly enjoyable to play", is:
"It's unfortunate that the process doesn't prevent more bad games from getting made."
This seems needlessly cruel at first, but seen another way, it's immediately sensible: languages with strong typing prevent bad code from getting compiled. We prefer compiler errors to something that runs, but buggily. Maybe we could rely on tools, of sufficiently high level, to point out things like: "this finite-state-machine representing a game mechanic has a very high connectedness; this could indicate that your game mechanic requires the player to make repeated choices with too many options, which will induce choice fatigue, making them quickly bored of playing."
From my experience the tools which enable makers to create better gameplay are the tools which enable a very fast iterative development process (think live assets reloading, parameters tweaking without recompilation and ultimately code hotswapping).
Talking about strong typing it does help if you need to scale your simple game into something more complex. It also helps a lot if you are going to build something complex right from the start.
I think this link is absolutely relevant to both of our points: http://elm-lang.org/blog/Interactive-Programming.elm
Now I can see your real point.
I tried to read a book on game design which abstracted out the game mechanics into formalized simulation but it was too technical that was taking out the fun from the process so I stopped reading it. The name of the book is Game Mechanics: Advanced Game Design.
But yes, maybe there'll be tools advanced enough to help not taking the fun out.
The tossup with making games in Game Maker is how much you hate the language versus how much you like the standard library. I have encountered absolutely nothing that has the ease of use and breadth of the Game Maker stdlib for making 2d games. Maybe Unity's 2D support will change that, but we'll see.
Spelunky was re-written for the port but the original is decent. It definitely ran right up against some limitations at the time.
Nice post OP. Keep up the good work.
It's like someone saying they're successful as a landscaper with merely a shovel. Invest in a backhoe and you'll get a lot more done.
Unity "free" is superior to GameMaker in virtually every regard, and the Unity Pro version, which costs three times as much, is a significantly more capable platform.
I remember using GameMaker years ago, and was very pleased when I made my first "game", and all I did was use couple of basic features. For the things I am interested now (simple 2D games), GameMaker seems like the best choice. When Unity 4.3 goes out, I'll check it out and see how it compares to GameMaker based on my requirements.
I'm sorry, what?
Windows uses Direct3D for the native UI, and OS X uses OpenGL for the same thing.
If you're doing AAA games in 2D, yeah you will use the GPU. But an indie game? You probably don't need it. Especially if you're writing the game without Unity (i.e. straight C++). The costs of setting up and working with 2D in OpenGL is high. I've done it. It's not fun, it's not pretty. It's a bitch, plain and simple. Texture atlases, font rendering, UV coords, texture uploading, vertex buffers, shaders. That's a ton of crap you have to worry with. Just to render simple 2D sprites to a screen. Many people can and do skip it and go straight to SDL or somesuch. It works, and modern CPUs are more than adequate.
This isn't just about performance. On a phone it's about not burning the battery down by loading down the CPU with expensive tasks that the GPU can do more easily.
Don't forget you can do your font rendering in the classic environment, then ship that texture image over for placement. It's not all that difficult with the right tools, many of which get packaged up for you transparently. You're not stuck in OpenGL by any means.
Most "2D" games are just 3D games rendered in isometric mode, top-down, with the depth information being used for layering.
Yes, but let's not forget you made it about performance.
There are plenty of reasons to choose to use OpenGL. Lots of freebies come with it. But you can still do 2D games without the GPU. That's the point. You can't just keep moving the goal posts however you want.
I think people still associate GM with amateur games, but the lines are blurring now.
Changing tools would probably make his productivity drop and he might not need the added features.
I believe in "finding the right tool for the job" but when one is making stuff "for fun" (as the author started), just go with what you want.
To me, I would code everything I could in Python.
For game development I would choose MOAI. MOAI still has a lacking documentation, official progress is almost nil (but the community is improving it), it's hard for newcomers and begginers, and the lack of good runtimes may scare away some users.
And I suck at it. I really, really suck. After playing with it for a while, I participated in April's Ludum Dare using MOAI. I ended up ditching almost all the physics due to weird glitches and slowdowns, couldn't implement all the features, and the code is a mess of callbacks floating around.
But I love it's philosophy, it's scope, it's ambition. I will continue making games in MOAI for the better or the worst. Because I like it, and because I want to.
http://web.archive.org/web/20130828175356/http://gamemakerbl...
I'm working on it! :)
Follow the discussion if interested: https://news.ycombinator.com/item?id=6096808
I personally don't like a lot of the syntax in GML but I find GameMaker a perfectly fine tool for making 2d games.
I'm curious - have you tried other more full-featured tools like Unity, and if so, what makes you stick with GameMaker?
For the interested, this is how the examples were made http://www.youtube.com/watch?v=FTWeRh81AXc
Also, they seem to have a compiler which should speed things up http://www.youtube.com/watch?v=BPJ4hCfTZEM
You can also play that same game on your desktop PC, by visiting the same web address. Though all of my HTML5 games are specifically optimized for mobile.