Opera Now Has a Game Engine To Go With Its Gamer-Focused Browser (engadget.com) 18
Opera has acquired YoYo Games, a British game development platform best known for GameMaker Studio 2, and is launching its Opera Gaming division. Engadget reports: Opera has bought the company for a simple reason: Opera GX. The gamer-focused web browser was launched in early access back in June 2019. Its headline feature is a slide-out control panel that lets you limit the browser's bandwidth and see which tabs are demanding the most CPU and RAM resources. Opera says it will create a new division, sensibly called Opera Gaming, by combining the Opera GX and GameMaker teams.
"We have always had big plans for improving GameMaker across all platforms, both from the perspective of improving accessibility and further developing the features available to commercial studios," Stuart Poole, General Manager of YoYo Games said. "And now we can't wait to see them arrive much sooner."
"We have always had big plans for improving GameMaker across all platforms, both from the perspective of improving accessibility and further developing the features available to commercial studios," Stuart Poole, General Manager of YoYo Games said. "And now we can't wait to see them arrive much sooner."
Now... (Score:2)
If only they could get their mobile browser to.. you know, actually work.
Is anyone actually going to use this? (Score:3)
The "big boys" are Unity and Unreal Engine. Almost everything else is homegrown.
I don't see why any serious game developer would even bother with this?
Is this a solution in search of a problem?
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GameMaker Studio is targeted at hobbyists and indie developers. It's really not competing with Unity or Unreal Engine, which are fully-featured 3D engines.
But if you want to make a pixel-graphics rogue-like, it's probably easier to use something like GameMaker or RPG Maker, which are more purpose-built for those sorts of games.
Re: Is anyone actually going to use this? (Score:4, Interesting)
As far as I'm concerned, it's Godot Engine or GTFO. ... so dead in the water.
GameMaker is really badly designed, and Unity is Windows and only "free" in the "It's a trap" way,
Godot's just easier to learn, and kicks Unity's ass any day.
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Uh, Unity has both Mac and Linux versions of it's editor/build chain, and publishes on like 20 different platforms & archs.
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Has Godot fixed its pathing yet. I absolutely adore Godot engine and find coding in it an absolute pleasure BUT the 3D pathing is torture to work with. Its just... not good. I heard scuttlebutt that a rewrite of that was in the works for 4.x of the engine but has any of that made it back to the 3.x engines?
Fill the same place that flash games where in? (Score:2)
Fill the same place that flash games where in?
Re: Fill the same place that flash games where in? (Score:2)
Would that not be the job of an Android layer (similar to Wine, in that it is not an emulator)?
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Uh, did you miss the part where I said?
Maybe homegrown means something different to you but homegrown == game developers writing their own engine.
As a game developer with multiple shipped titles I'm quite well aware of both indies and AAA game dev studios writing their own engine + tools. I've been shipping games before there were even middleware engines such as NetImmerse, Gamebryo, RenderWare, Torque, Quake, GameMaker, SeriousEngine [github.com], UE, Unity, CryEngine, Lumberyard,
Re: Is anyone actually going to use this? (Score:2)
Unreal Engine is horribly useless unless you get the NDA that you can see and modify the source code. E.g. look up its physics 'documentation'. Good luck trying to add some new physics in there. The existing stuff doesn't even work as documented.
An Unity... is basically another Unreal light with some easier stuff on top. It is also closed source. So you will also get stuck at some points.
What we don't get, is why you aee singling out those two. It seems artificial and forced.
But whatever you said... you do
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> Unreal Engine is horribly useless unless you get the NDA that you can see and modify the source code.
Last time I checked all one had to do is agree to the EULA [unrealengine.com]. The process was simple and painless and you would get access to the GitHub repository. Considering the source code is free it is a reasonable trade-off.
> What we don't get, is why you are singling out those two.
Maybe you've been living under a rock but Unity and UE are THE most popular ones -- they were used as examples. I'm not going to
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Thanks for your insightful comments. It brought two questions to my mind
When you say the original UE was over-engineered, is it possible this quality of code was what enabled it to be used for an MMO? (->Lineage II by NC Soft)
And also to have dynamic loading added by the licencee following ideas given by Tim Sweeney? (idem)
When you say that every game engine sucks, is it because of clearly bad design in some parts of it, or because of an intrinsic lack of fitting the game requirements due to the engine b
No reason to trust they'll keep supporting console (Score:2)
In before Deltarune only runs on Opera some years from now when it's done...
I am a pirate! (Score:1)