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There's Godot Engine, but it uses its own scripting language. The language is pretty quick to learn, although it has its idiosyncrasies. The architecture might also be a bit confusing at first the way it's set up with scenes and nodes etc. if this is your first foray into the field. The documentation is also at best so-so. I was lucky enough to have someone help me with the basics and answer my noob questions, so I got off to a quick start.
Thought I might as well throw it out there as an alternative.
Yeah, you can also use VS to code, though I never tried this. I think you can also write your own VS code and then access it from within Godot too. Again, never tried it myself. A quick Google search threw this up:
If you’ve never started up visual studio code just start it up and keep it open. Then with godot create a new scene and save it. Now create a new Panel and save it. Create a sub Label node and rename it to “my_label” and edit the text to say anything really. Press the play button to make sure godot runs and shows the text.
Update: forgot one important note, make sure in editor settings under Mono -> Builds that you select MS Build (System) instead on windows. This worked wonders for me, thanks to this guy for the suggestion.
Go to editor -> editor settings and select Visual Studio Code from the External Editior drop down option. Now add a script to the label and select C# from the language drop down and hit create. This should open my_label.cs in visual studio code without any issue. Inside the _Ready() methods body add the following:
Intriguing suggestion, but the sites for both seem high on marketing hype, low on exact pricing, and absolutely silent on licensing details. For now, their sites set off all sorts of alarm bells for me.
That said, thank you for the suggestion. I think I'll keep a link to GameMaker Studio on my "to visit in the future" list. It looked promising.
Another vote for MonoGame here. I've been a fan of the XNA API since its beta days and the MonoGame team are doing a great job of extending it to multiple platforms. I'm probably the last person on the planet still actively developing an XNA product. KoduGameLab
One thing to keep in mind is that MonoGame is an API and Unity is a game engine. Unity will do a lot of things for you but it will also insist that you do things its way. You will also be stuck with its limitations. For instance, in Kodu I need to be able to support R-to-L languages (Hebrew, Arabic, etc.) None of the UI options in Unity do this well (or at all). Using XNA I was able to roll my own support from this. Yes, it was a pain but at least it was possible.
Yeah, I've found MonoGame to be really easy to pick up so far. Already, implemented some animation loops and got them working on Windows Desktop, Windows Universal, and Android.
I'm really impressed with the stub projects it auto-generates for each platform. So far, I've changed almost nothing in them. All the logic and graphics live in a shared project, with no conditional compiles. Though, I'm guessing some of that will creep in as I add user interaction.
Well yes I am a newby and most are just sarcastic Ba555's. I used to use visual basic and I used that form.show but if nobody wan'ts to help so be it. As for the Lounge. I as a newcommer don't know the Rules as well.