How's that game you started up going, /v/? Hope it works out.
remaking because old thread was fun.
I'll start with my own small project.
For a TTYD inspired game that'll never get finished and if it does it'll be trash but I like this guy so I made this in like thirty minutes.
Use GameMaker. Just understand that it is almost certainly going to be shit, but if you make something that's even remotely playable then you'll do better the second time around.
Also, be sure to actually read the documentation as much as you can so that you are learning as you go.
Do you want to learn to code games, or do you want to learn to be a programmer? If you're looking at games specifically, drag-and-drop is pretty much part of every public engine.
You need a programmer if you need specialized features or optimizations. For a lot of games the engine is good enough as is and you can make fully functional games with just some simple scripting knowledge.
So all I need is a team of artists and an engine to make a game? No code monkey? If that's the case I'm kinda bummed out. I want to get involved in this process, but I have the artistic skills of a retarded kid with no hands.
>be making game
>be slow arse fuck with bad time management
>no one to make music
>no one to do better sprites
>no one to advertise
>come to the realisation that if and when I eventually finish my game, the indie game market will have already collapsed
>if i do somehow manage to finish my game early, it definitely won't be popular
I don't know why I continue
As far as pure necessity goes, yeah. An artist could absolutely make a game with something like GameMaker, but I'm sure there are a lot of artists out there who would rather hand that work off to someone else because they just don't have the taste for it.
In my opinion wanting to only write scripts for game engines is a pretty low aspiration and it doesn't sound very satisfying, but if you see it differently then there are probably options for you.
Most of the actual work for that is done by the engine. The whole point of building an engine in the first place is to allow the artists to make a game without having to check in with the programmers for every change they make. If you want to be a game designer (which is a type of artist), do that. Though in that case you'll want to have some kind of ability in every aspect including the scripting, the art direction, the level design, etc.
On the other hand, if you're just going to be writing code, I think you might as well put time into learning how to adapt an engine to the project's needs and how to actually organize it for better performance and stability. I don't see the sense in limiting yourself to scripting, but again, that's just my opinion.
>Want to make game
>Want to make other game instead
C++ is a huge, sprawling language. If you don't already have a grasp on both memory management and object oriented programming, maybe try some C and some Java/C# before committing to C++. You'll have an easier time with it.
If you're willing to go ahead regardless, C++ is fine for games, but for a 2D platformer you won't see any benefits over memory-managed languages and you'll probably end up with more headaches.