Love the workflow focus in this release. 2D animations/hitboxes and terrain creation was tedious enough that I built a tool around it—draw, animate, export to Godot if anyone needs it. It also now become a full game engine!
I love making games! I've been building a no-code game engine by extracting reusable components each time I make a new game. Started as a way to scratch my own itch, now it's becoming a proper platform. A couple games I've shipped with it:
Each game I build adds to the component library: multiplayer, event systems, NPC behaviors, dialogues, etc... Currently working on a multiplayer Bomberman clone which is stress-testing the networking layer.
The engine/editor is at craftmygame.com if anyone wants to poke around!
The games seem fun, and your beta site looks fantastic. I'm always awed and humbled by folks who have the vision & spend the time to create something like this.
Is there any text based programming environment for it? the one thing game engines like unity or unreal get right IMO is having a pretty GUI for doing basic things and prototyping while still having the text based programming available to modify further
I don't know (I haven't used the editor, my work network blocks domains with "game" in it) but in most of the "no code" solutions I've tried it's simply faster to define things in text than to try and figure out how to represent that with the graphical tools given. It also allows for code to be transferred between projects easier
Some things RPG Maker can't really do: real-time multiplayer (works out of the box), web-native games (just share a link), and you're not locked to RPGs - platformers, survival, racing, top-down action all work too!
I've been working on a no-code multiplayer game editor. The idea is to let anyone create multiplayer games in a few clicks without writing code—and share them instantly.
The platform handles all what's necessary (and annoying to setup) out of the box: multiplayer, controls, mobile/responsive/ inventories, save/load, leaderboards, quests, dialogue, etc... Users just select what they want and configure it with clicks.
Technically, the engine just reads a config file and renders it for players. I've built all the foundation blocks that interpret the config.
I'll soon be onboarding game designers to stress-test the editor/engine. Still polishing templates so people have a good starting point, but it's functional and I'd love feedback!
I've been working on a no-code multiplayer game editor. The idea is to let anyone create multiplayer games in a few clicks without writing code—and share them instantly.
You pick a template (platformer, tower defense, battle arena, etc.), customize it through the UI, and get real-time multiplayer with up to ?? players—no networking code, everything hosted.
The platform handles all the classic game systems out of the box: AI behaviors, combat, inventories, save/load, live leaderboards.
Technically, the engine just reads a config file and renders it for players. I've built all the foundation blocks that interpret the config. Once that's solid, I'm planning to add LLM generation—but foundation first.
I'll soon be onboarding game designers to stress-test the editor/engine. Still polishing templates so people have a good starting point, but it's functional and I'd love feedback!
building a location-based game that captures Taiwan's absurd convenience stores density[1].
Players stand at any 7-11/FamilyMart/etc, take a photo showing you can see the next store, walk to it, repeat. Chain as many stores together as you can.
It sounds silly but Taiwan really is this convenient - you often can see 2-3 stores from one spot. Here[2] one route where you can actually link 7 convenience stores in a row! Now trying to make maps look a bit nicer with mapbox.
Building a location-based game that captures Taiwan's absurd convenience store density[1]
The premise: stand at any 7-11/FamilyMart/etc, take a photo showing you can see the next store, walk to it, repeat. Chain as many stores together as you can. It sounds silly but Taiwan really is this convenient - you often can see 2-3 stores from one spot. Here[2] one route where you can actually link 7 convenience stores in a row!
This is actually the first game built on our upcoming platform for creating branded games. Figured the best way to test the concept was to make something fun first!
Currently building my own game engine for my games[1], but I'm facing the classic indie game marketing challenge. While platforms like CrazyGames, Poki, grab most of web players.
I'm exploring zero-budget marketing approaches. Currently experimenting with daily news posts for SEO[2] and converting them to podcasts too.
Would appreciate any suggestions on effective no-budget marketing strategies, or feedbacks!
I said in the other comment, but I think AI/LLM's will drive many devs away from commercial development (web development/frontend) towards backend and lower level languages
[1] https://www.youtube.com/watch?v=mBLFv5R8jJI
[2] https://craftmygame.com/
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