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As an indie games website, many developers choose to work with game engines or frameworks. They make the process of creating a game easier and accessible to a larger slice of the community, and boy - do you guys love em! In fact, you guys are using so many different game engines, frameworks, libraries and tools its hard to keep up! So...

We're gonna let you suggest your own tools/langauges!

We're creating a way for you to add a game engine / framework / library / language to Game Jolt through submitting pull requests on Github where you fill in information about it.

Then we'll take this tasty info and generate a page (imagine http://gamejolt.com/engine/unreal-engine-4) in which we'll display awesome things like usage statistics, browsing games by engine, useful information for starting out with it and more.

We have 3 categories of creation tools we're splitting up to:
Game Engines - like Game Maker: Studio or Unity
Frameworks / Libraries - like SFML, XNA, LWJGL, Three.js
Languages - like C/C++, Java

We need your help to think up what cool information we can show for each creation tool type!

So! What information is relevant to...

  • All creation tools?
    Name
    Description
    Useful links
    Usage statistics on Game Jolt
    Playlist of all games made with this tool on Game Jolt

  • Game engines?
    Type (free / commercial / etc)
    What does the engine run on?
    What can the engine export to?

  • Frameworks / libraries?
    Language
    Which game engines can it work with?

  • Programming languages?

Fire away


over 9 years ago

I think we should try to get logos. For framework maybe we should have a field for license?

over 9 years ago

When it comes to a field for licenses, I'm all for it, however people must know a few things about the licenses themselves, so we might need to explain them in simple words. I mean the GNU GPL to name a famous one (and under which most of my recent games are published) only works for open-source, so a dev branding a game GNU GPL and refusing to release his source code is violating his own license. (Also this license would make it a good idea to also make it possible to either upload the source code aside from the distros or add a field to add a link the the source repository)

		
			For example:
		
	
5d0977fa63fbf.png

GNU is an open source license for free (as in freedom) software. When using this license for your games you allow:

  • People to download, play, modify and distribute your games freely

Under the condition that:

  • Your game remains free (free as in freedom)

  • People modifying the source of your game, do publish this modified source under the same license

  • It is not possible by law to deny these rights.

  • A document about or a link to the GNU license must be present with every distribution

P.S. The GNU license only counts for the source code of the game and not for the graphics, music and other assets and or data.

P.P.S. When you made a scripting engine and published that under the GNU license the scripts do not require this license as the scripts count as the data, unless any of the used script uses the GNU license.

		
			End Example
		
	

A few more licenses can be explained this way.

over 9 years ago

Cube 2

  • Cube 2 is a cross-platform 3D engine using OpenGL and SDL, having strong networking support and a has it's own simple scripting language for easy customization blah blah did you know the level editing is like Minecraft right, you can create voxels for your map and all, and at the same time you can make them spherical and have them in incremental sizes. Level editing is childs play! You can also can do all the level editing co-operatively online for romantic engagements.

  • http://cubeengine.com/, https://en.wikipedia.org/wiki/Red_Eclipse

  • Now how am I going to find usage stats

  • Playlist

  • Free (zlip yo)

  • Level editor can be run in-game, script editor included in-game too, but you'd just be editing the source code of the engine (which is packaged as a game "Sauerbraten") most of the time

  • Can be exported to Windows, Linux and Mac... and FreeBSD

Oh yeah, have license section for all creation tools.

Last modified on February 23, 2016 by honno @honno

over 9 years ago

"Engine run on? You mean like Windows, Linux and Mac? Or the stuff it uses, like SDL, OpenGL, C/C++?"
The platform where the IDE/creation tools can be run, in case of Cube 2 this will be the same as the finished game, cause the editor is built inside.

"What can the engine export to? errr"
Meaning what platforms does the finished game run on, in case of Cube 2 this will be GNU/Linux (BSD maybe too), MacOS and Windows

And this shows that this checklist is flawed, being geared towards popular "easy game maker tools".

BTW: I like Cube also, I had quite some fun in Cube 1 and Sauerbraten.

Last modified on February 21, 2016 by Cyber Killer @Cyber_Killer

over 9 years ago
In response to %{ user }@Cyber_Killer

Ah sorry for the late reply, but thanks! Cool that folk know about Cube. You know about Tesseract?

Last modified on February 23, 2016 by honno @honno

over 9 years ago
In response to %{ user }@honno

Yeah, but out of the FLOSS FPSes I usually play Xonotic, Zandronum and OpenArena

over 9 years ago

K, so it seems like the fields we're initially thinking of collecting for each engine could be good for a start. License seems important, so definitely include that.

over 9 years ago

This is a great idea! I think there should be a difficult rating. Think 'Begginer' 'Experienced' 'Advanced' and such. I think it would also be good to have a few pages to help begginers pick an engine, and work with it too.

over 9 years ago
In response to %{ user }@1029chris

Are you referring to the skill of the Dev, or the rating on the game itself?
Sure it could be a good idea if downloaders know if the game they plan to download is easy, casual or hard. However I also think that one should be in a multi-answer type. Some games (like my Star Story and The Secrets of Dyrt for example) have difficulty settings allowing the player to decide for themselves if they want an easy job or a "true (read: impossible) challenge".

over 9 years ago
In response to %{ user }@Tricky

I'm talking about the difficulty of learning the engine/framework/engine.

Last modified on February 25, 2016 by Chris Bradley @1029chris

over 9 years ago

And a note in general. To get back on the topic's original topic: This ticket on the issue tracker handles any more game engines and languages. Perhaps posting suggestions there is a good idea.

over 9 years ago
In response to %{ user }@1029chris

I think that would more be something for a blog than for what this thread is actually about.
I guess a blog of somebody who tried a high-load of game engines/frameworks/languages and note the good, the bad and the difficulty of them and come up with NEUTRAL conclusions would do good.

This thread handles more which engines and such should be listed in the Dev page so they can be shown on the Game's profile.

over 9 years ago

I think we got enough suggestions. I'm going to come up with a JSON format for getting these engines all mapped out. It probably won't do anything besides just showing up in the dropdown when selecting a game, but I would like to use this information to show some cool pages for each engine type.

over 9 years ago

I use Monkey-X (Monkey-X.com)
Monkey-X is a language, not a game engine. But it's focussed on games. So it kind-of is a Game engine.. But it isn't.. It's a language..
.. I'd struggle to pick which box it fits into!

But I've posted 50 games to GameJolt that I've created using Monkey-X, and I think it's about time it got an inkling of a mention!!!

over 9 years ago
In response to %{ user }@Jayenkai

Well I think, language (like Monkey or BlitzMax or C or Pascal) could be seen as the same as engine (like Godot, Game Maker, RPG Maker) and such.
Syntax-wise Monkey is part of the Blitz family, but since Monkey aims for portable devices and webgames where BlitzBasic, BlitzPlus, Blitz3D and BlitzMax were all focussed on desktop computers, I guess adding Monkey to the list of tools/languages could indeed be in order. I don't know how many Monkey users we have here on GameJolt, but I do know the Monkey-community is growing quite fast. Not that I personally like Monkey (on the contrary to be honest), but I cannot deny the facts I just mentioned.