the game itself is in gamemaker, but gamemaker isn't really suited / intended for 3d, so it takes a lot of effort / code / math to get nice 3d stuff out of it
Have you tried Godot? I started with Gamemaker a while ago, and Godot just feels so much easier, but there's no visual language if that's a sticking point for you
From experience, if you are doing anything that doesn't adhere to "normal rendering" (like portals, or even just changing how lightmaps work), Godot can be even more limiting than GM as the solution is often "you could spend a couple days/weeks figuring out how C++ side works to add some code to it"
You don't need C++ for Godot though? The native language is a lot more intuitive, in my opinion, and I've learned it entirely from online tutorials. I've never used Python, but that's what I've heard it compared with. That's just my own experience though--I'm definitely not an expert.
Suppose you were doing this same game, but in Godot. It has pixelated textures and pixelated lighting-shadows to match. Try making Godot's built-in shadows (either real-time or baked ones) pixelated without digging into C++ code.
I have used godot briefly, and I did consider using it for this project. I've been using gamemaker for a looooongg time, and imo programming is my strongest skill by far, so I'm mostly interested in doing whatever is going to push me to improve.
ohhh lmao i thought the gamemaker tag was in reference to you being a game-maker. thank you for the clarification and oof, i wish you the best of luck for overcoming the dimensional hurdle!
this was meant to be for a game jam so i've only got 2 more days to turn it into something playable -- oops ??? i'll try to make something small out of it.
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