Want to make games but don't know how to code? The free and open source GDevelop is a great cross-platform tool with an events-driven system.
Something I've covered a few times here on GamingOnLinux because I love the idea of it, and I grew up making little games in similar tools like the classic The Games Factory and Clickteam Fusion. It's pretty fun to just test things out in GDevelop, and you can throw something together pretty quickly with it.
They've teamed up with Fanatical offer a growing* bundle of assets and a 6 month subscription to their Silver Premium plan that gives you some added extras like cloud building, cloud projects, a mobile app and more extras that you may find helpful.
Pictured - an example GDevelop project and the events sheet. Click pictures to enlarge.
GDevelop is constantly improving too and since it's cross-platform, free and open source you can try it any time.
*Fanatical say to keep an eye out "for new additions to this bundle in future as there's so much more to come with GDevelop & Fanatical".
Quoting: Liam DaweMy thoughts exactly.Quoting: hardpenguinThis is a legitimate business tactic that does not violate open source principles at all.Yeah absolutely nothing wrong with it. Being open source doesn't mean they can't do things in their own product. I think it's a perfectly fine to show a splash screen of the tool.
Quoting: GuestWhy people are so afraid of coding, that they keep getting fascinated by an idea of wrapping code inside fancy blocks? That effectively doesn't relieve them of coding, but just changes syntax.Not everyone has to be writing code. You are right, this is still programming. Many people started with graphical program design tools and moved on to writing code later in life - like myself :)
Quoting: marcoscodas[…]considering we're still open source.Still? Are you considering to go closed-source?
Quoting: GuestWhy people are so afraid of coding, that they keep getting fascinated by an idea of wrapping code inside fancy blocks? That effectively doesn't relieve them of coding, but just changes syntax.
Great question! During our research, we've seen that answers vary. For example, you have designers or visually-oriented creators who won't want to (or can't) learn a new skill like coding. Then there's the issue of a learning curve, which we've seen is dramatically cut for some users with a visual programming approach. Finally, there's the issue of neurodiversity: not all brains work the same. Some may work really well for coding. Others are more in tune with other creative processes.
They're all valid skills and we're hoping to bridge the gap for those who want rapid creation on the programming side to focus (be it for preference or otherwise) on other aspects of game creation.
Quoting: hardpenguinOh the watermark was removed? That's great. Cheers and keep up the good job! 💪
Thank you! As far as I'm aware, we've never had in-game watermarks (EDIT: mandatory watermarks that need a paid subscription to be removed). Just the splash screen at the beginning.
Quoting: benstor214Quoting: marcoscodas[…]considering we're still open source.Still? Are you considering to go closed-source?
Definitely not. If it came across that way, I apologize. We're committed to remaining open source, regardless of what the commercial aspect of the endeavor looks like.
Quoting: ArehandoroSounds like a good initiative, and I hope it works well for them, although I'd prefer if the licence used was under GPL.
However, I would be much more interested on a subscription for a learning platform that would teach you the ins and outs of video game creation. Something like A Cloud Guru or Hyperskill, but specialized, and of course using as many FOSS software as Creative Commons licences as possible. I believe there were plans to do something like this for Godot, but not sure if the project continued/expanded.
That sounds incredible, but sadly, it is out of the scope of what we're trying to do. As a small team that heavily relies on community contribution, hyper-focusing efforts on improving GDevelop as a tool is the best way to ensure we remain competitive (in terms of user experience, output, graphical interface, ease of use, feature set, etc) with commercial alternatives.
However, we're super proud of the work done by the content creation team on our YouTube channel. They constantly put out both detailed in-engine tutorials, as well as general topic videos. We've also had collaborations with YouTubers like Goodgis and Vimlark, where they go in like a normal user and they talk about their experience from a personal point of view.
Last edited by marcoscodas on 27 July 2023 at 5:40 pm UTC
Quoting: marcoscodasQuoting: hardpenguinOh the watermark was removed? That's great. Cheers and keep up the good job! 💪
Thank you! As far as I'm aware, we've never had in-game watermarks. Just the splash screen at the beginning.
The bug message about all this shows an option about a watermark:
Quoting: EikeQuoting: marcoscodasQuoting: hardpenguinOh the watermark was removed? That's great. Cheers and keep up the good job! 💪
Thank you! As far as I'm aware, we've never had in-game watermarks. Just the splash screen at the beginning.
The bug message about all this shows an option about a watermark:
My mistake! I thought they meant mandatory watermarks, based on their wording.
Quoting: hardpenguinDisclaimer - GDevelop is free and open source however the default build of the editor will add GDevelop watermark or splash screen to the game.
It can be removed by either paying for their subscription or, as I understand, compiling it on your own from the source.
https://github.com/4ian/GDevelop/issues/5275
This is a legitimate business tactic that does not violate open source principles at all.
Only the splashscreen is mandatory for free game exports. The watermark is optional (and quite a new addition). I believe it's currently an opt-out.
As you demonstrated, you can disable the waterkark even without a subscription. Only the splashscreen remains if you're using the free versions of GDevelop.
Thank you for the clarification!
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