I would position Ninja Caves as a “medium complexity” project, targeting multiple platforms (Windows, macOS, Linux, iPadOS, tvOS), with two primary input mechanisms (keyboard/mouse and controller). The source code for Ninja Caves can be found on GitHub. With the latest runtime installed (v23.1.1.329), I loaded my active project, Ninja Caves. Although I did need to download the package from the GameMaker Studio Community forum via Firefox, as it refused to download using Chrome. I am pleased to report the installation was completed successfully, with no errors or warnings. However, as I recently switched to Pop!_OS as my primary Linux distribution, which is Ubuntu-based, the package should be compatible. Windows, macOS, Linux) goal for my common software library.Īt this time, YoYo Games are only offering a Debian Linux package, with support for Ubuntu. ![]() I was personally excited by this announcement, as it takes me one step closer to my platform-agnostic (e.g. I have documented the development process in the following articles.Īlthough GameMaker Studio 2 can publish games for Linux, the IDE has historically been restricted to Windows and macOS.Įarlier today, YoYo Games announced the release of GameMaker Studio 2 (Beta) for Ubuntu. The game is inspired by Crystal Caves and is available for Windows, macOS and iPadOS. It is also great for prototyping, thanks to the highly accessible, integrated workflow.Īs an example, I am currently working on a 2D platformer called Ninja Caves, developed for my son (six years old). However, it is very beginner-friendly and includes excellent multi-platform publishing support, making it a great choice for anyone looking to create platformer or top-down games, such as shooters, role-playing, racers, Metroidvania, bullet hell, etc. GameMaker Studio 2 targets 2D games, which means it is not as versatile as other popular game engines such as Unreal Engine, Unity, or Godot. We regret the error.As a hobbyist independent game developer, I am a long-time user of the Game Creation System (GCS) GameMaker Studio 2 by YoYo Games (owned by Opera). Even if it doesn’t, now anyone can experiment for free at their own pace.Ĭorrection August 10th, 12:02PM ET: A previous version of this article stated YoYo Games used to charge $199 for console licenses, it actually charged $799. Lowering the cost to develop and publish on popular platforms like iOS and Android could make a big difference for developers just getting their start. Some of the flexibility of picking and choosing a specific console to publish on is lost, but the benefit of a lot more platform options might be worth it.ĭeveloping games has obvious hurdles (learning how to code is just scratching the surface), but the price is one of the larger ones. ![]() That’s the same offering as YoYo Games’ old $1,500-per-year Ultimate license for a dramatically lower price. Those prices will now be replaced by a single Enterprise tier for a $79.99 per month / $799.99 per year subscription. YoYo Games used to charge $799 per year to publish on either Xbox, PlayStation, or Switch. The final pricing change is to console licenses. Packaging them into a single option simplifies things and makes it easier to get games released across a greater variety of platforms. Previously, non-console pricing broke down into two categories: Creator offered $39-per-year subscriptions to licenses for either PC or Mac and Developer gave $99-a-piece permanent licenses to export games for mobile, desktop (Mac, Windows, and Ubuntu), HTML5, and UWP. The new Indie price tier bundles licenses for Mac, Windows, Android (including Amazon’s Fire OS), iOS, UWP (Universal Windows Platform), Ubuntu, and HTML5 for $9.99 per month / $99.99 per year. The price to export and publish is luckily also going down.
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