So now that Game Maker is $40 and Construct 2 will eventually be $65, I've found myself turning back to MarMOTS and wondering what it would take to get it into shape as a game-making tool.
My first focus has been getting my scripting language / editor into shape. I lump the two together because the scripting language, while textual, is never parsed from free text; instead, the user is edits the source tree directly using a friendly structured editor, with lots of autocomplete help, and in which it is literally impossible to forget a semicolon or a closing parenthesis. For power users, it should be as fast or faster to type in programs with this editor than with a text editor, and yet newbies will still be able to discover all of their options in a nicely readable self-describing English syntax.
So over the past couple of weeks I have torn apart my previous attempt at this language and rebuilt it. I've arrived at the point where I can type in any programs I like, and add features to the language without much effort. The UI is still pretty painful to use at this point, but that's mostly because I haven't focussed on improving the interaction at all besides making sure auto-complete is usable.
I was thinking I should maybe do like a screencast or something, but the scripts don't DO anything yet. I'm thinking that the next step will be to start integrating the scripting language with ANSI layouts that I draw in MarMOTS. I'm pretty excited to start hacking on that stuff! You should be too.
Comments
I've almost got project
I've almost got project support up and running! (Vision #4)
I have no idea if I'm going to support the forking paradigm or not anymore. Probably not. I don't think it was very well thought through; there's all kinds of ugly corner cases that I'd have to deal with that I wasn't thinking about when I came up with the idea. Which means that we'll pretty much end up jumping from Vision #4 to Vision #6.
Whaaaaaaaaaaat I thought I
Whaaaaaaaaaaat I thought I remembered Construct as the free-as-in-speech-and-as in-beer game-making tool.
I need to get rich and famous so I can devote my time money and energy to making a game-maker like I keep telling myself is what I really should be working on. Or maybe I should just help with MarMOTS.
Construct Classic is still
Construct Classic is still free, and being "maintained" by "the community". Construct 2 has been rewritten from scratch and exports to HTML5.
You're certainly welcome to help out with MarMOTS, assuming you're not afraid to deal with Hungarian notation. (I promise it's the useful kind; I learned it from its inventor.) I haven't really made any kind of decision regarding licensing over the past couple of years; I just know that I want everyone to be able to use it.
If Construct Classic gets
If Construct Classic gets forked, the first thing they should do is get rid of the stupid Ribbon interface. It makes the program a lot harder to learn since you click on those tabs expecting the editor to actually switch along with the toolbar (it doesn't). It tries to hide complexity but all it does is make things harder to use. Why did they even have to license a proprietary UI library anyway? Seems like a pretty stupid move to me. Qt is way better and one could easily construct a Ribbon-like UI from it (but why would you want to do that anyway?).