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Glad I could help. Just a word of advice, I think the first game I ever wanted to make was a procedurally generated something or other. You can obviously do whatever you want, but you should know that in order to make those games efficiently and functional they require a lot of math and complex algorithms to generate things. Not that you can’t do it, just be weary, I guess. While it takes a long time to design levels in a traditional way, you’ll find it is far easier to do so. But like I said that’s your call. The best way to learn these things is usually to try. Even if it doesn’t go as planned, you’ll learn something.

As for Construct if that is the route you want to go, I’d play around with the free version first. I do think the free version limits you in terms of how much you can code (or at least it did a long time ago, I’ve had the paid version for a long time now). If nothing else I’d play with the free version to make sure its something you want to use before you go paying for it.

I feel I should say this as well. You can obviously choose whatever engine you want. Whatever engine you pick is going to have upsides and downsides, there isn’t a perfect one out there, and I imagine there never will be. I like Construct, I’ve been using it and Construct 2 for probably about 8 years now. That said, Construct is a bit strange in ways that won’t really leap out at you when you start.

When you’re just coding in it, I think its fine, but some of the stuff surrounding exports and just how the engine is made in general are odd to say the least. If you want to use it, I’d say go for it, however I think what I’d recommend is trying a few different engines and looking around first. If you wanted a list I’d say try, Construct, Game Maker, Unity, and Godot. You don’t have to do anything huge in them just install a free version (assuming there is one) and fiddle around with it. Get a feel for it.

In game design if you get tired of an engine you can of course switch to a new one, (between making games) but you’ll find that’s a tall order. There’s a reason that despite my qualms with Construct I’m still using it after 8 years. Picking an engine is probably one of the most important first steps in game design. It’s the decision that you hinge basically all of your work on. Not trying to make you worry about your decision, but you should know that it’s an important one. I can guarantee any of the ones I mentioned will allow you to make whatever game you want, but you should still make sure that the engine you pick is the one you want. You’ll be spending a lot of time with the software so it’s important to take your time and consider your options before diving in. That’s actually an important lesson for all programming related things actually.

Ok thank you for the advice. Yes procedurally genurated does take a lot of math. I couldn't get my engine to work on scratch (prolly because of the limits) but I could also do a large map (like ARK: Survival Evolved except not as big.)

Picking an engine is definitely one of the more important ones. I have a computer with 8 gb ram and 2.7 ghz along with amd graphics card. Basically its a cheap laptop so Construct is very appealing along with gamemaker studio. I'll have to do some playing around and I'll have to prove something to my parents because 99 dollars a year is a good bit and I also have football and wrestling along with workouts every day, so they might not like that (especially my dad who thinks it is all a waste of time) They probably will also throw out that it is not real programming which is obviously not true and tell me to stick to scratch so I dunno. I looked at Godot and it is completely free which I will look into.

Thank you for the tips!