The sc1 trigger tool ive always found amazing, with zero coding skill you can magicly code. Is there any game dev program or someshit that does the samething outside of SC??
Check out Project Spark; it's supposed to be easy to use and friendly to beginners.
There's also RPG Maker, which you can buy on Steam. It does a lot of hand-holding as well, so you could complete a game with it without much difficulty.
If you feel like doing something a little more involved, you can learn C# and use MonoGame (the open source version of Microsoft's XNA framework) to make your own game as well. Obviously this requires you to learn a programming language, but it is by far the easiest approach into actual game development (C# isn't hard to learn, and XNA/MonoGame do a lot of the heavy lifting for you).
From there, the learning curve only steepens. You could go straight into C/C++ with either DirectX or OpenGL. This is the hardest approach, but it will be the most rewarding if you want to professionally get into making games.
Unity is a popular choice for Indie developers as well and you can use JS or C#. Various systems such as particles or animation require little to no programming skill.
Thanks for the answers guys, but most of the things you suggested requires me to actually code. For some reason I really dont like coding, it just seems unnatural to me unlike triggers.
Project Spark and RPG Maker do not require you to traditionally code. Also, triggers are just if/then conditionals in a loop; using something like XNA is exactly that as well. You can follow online tutorials that walk you through setting up games through all of these options.
If you're expecting zero learning curve, it doesn't exist. The amount you're willing to learn will increase your options, as I noted above.
The closest I was able to find to Starcraft's trigger system was Multimedia Fusion 2. I used to make games and apps on that before I even knew how to code.
If you learn to code, you will find it easier than "triggers".
While I'm at it, I would like to link FNA. It's the successor to XNA. Every current XNA games can be ported line for line to FNA and shouldn't break.
We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch
http://www.asoftech.com/autome/ and http://www.autohotkey.com/ use scripts to manipulate mouse and keyboard. They use command lines, like sc text triggers, and not a gui that has dropdowns for your actions, like classic sc trigger editor.
While I'm at it, I would like to link FNA. It's the successor to XNA. Every current XNA games can be ported line for line to FNA and shouldn't break.
MonoGame is the unofficial successor to XNA; it looks like FNA is a fork off of MonoGame for the purpose of better Linux support? What exactly is the advantage to using this fork over MonoGame?
Edit: FNA doesn't even have an official release yet.
Post has been edited 1 time(s), last time on Feb 23 2015, 4:39 pm by Roy.
While I'm at it, I would like to link FNA. It's the successor to XNA. Every current XNA games can be ported line for line to FNA and shouldn't break.
MonoGame is the unofficial successor to XNA; it looks like FNA is a fork off of MonoGame for the purpose of better Linux support? What exactly is the advantage to using this fork over MonoGame?
Edit: FNA doesn't even have an official release yet.
Quote from Ethan Lee
Its main purpose is to provide an XNA reimplementation that is both accurate and portable enough to ship a single set of C# binaries on all target platforms without recompiling. The target platforms are primarily Windows/Mac/Linux, but the SDL2 base allows us to run in other places as well.
FNA started as a MonoGame fork, but ended up getting changed too much to be merged back. Source
If you want to port a game from XNA to MonoGame, you will have quite a lot of work to do as there are many things that have been changed in MonoGame. You can see an example of a speed port from XNA to FNA for a simple game:
Ultraviolet -- I suppose we'll likely never know, but my guess would be that they already saw it operating successfully and there was no monetary incentive to finish the original work. And the dev cycle in old school Blizzard was so hectic, it's possible it just got forgotten about after the original game got released. Plus there's an element of existing MPQ files that were packaged with the original discs becoming outdated if they updated it. And it's not like they remade the original MPQs, they just made new ones for BW specifically
[04:26 am]
Oh_Man -- so that makes me think maybe the theory they are unfinished is not true and its a deliberate design decision, coz why not finish them wen ur making brood war?
[04:25 am]
Oh_Man -- the thing is thos buildings are from classic. that means they went ahead and made brood war without ever finishing the 'unfinished' buildings
[06:15 pm]
Ultraviolet -- Yeah he's talked about a lot of that stuff in his casts before. It seems plausible. Especially knowing how Blizzard of yesteryear operated.
[03:47 pm]
NudeRaider -- to clarify: couldn't recall the behavior for every single Protoss building but I was aware the disparity exists.
[03:43 pm]
NudeRaider -- Contained nothing new for me. Didn't know all building's behavior, but very much all unit's. Also Terran balance whine - also nothing new
[2026-6-19. : 9:57 am]
Oh_Man -- makes me wonder if SEN knows anything about the topic