![]() I think it's accessible for kids if they take the time to go through some tutorials (there's one called "catch the clown" that's built in, and there's tons on youtube and various sites). keyboard up pressed event: move ball up You can get by for quite a while with basic games or prototypes just from dragging and dropping events and commands, like: There's two modes of programming in gamemaker: drag'n'drop, and regular scripting (in 'GML', a c-like scripting language). Unlike more complex systems & traditional programming languages, a beginner can assemble a rudimentary game in an afternoon, rather than spending a week learning to draw a square. Commercially successful games developed in GM include Hotline Miami, Undertale, Gunpoint and Cook, Serve, Delicious.Ībove all, it's easy to get results in. The system scales: your kid can learn the basics easily and do more complex things with the system as they get older and more experienced with it. Its object & room model is abstract enough that you can make most any type of 2D game with it, from puzzles to platformers to top-down RPGs. The system is designed to be simple and accessible but also flexible. This programming language has some quirks to make it work with the GUI-driven system, but is still a decent introduction to programming (though these quirks mean I'd hesitate to recommend it to someone raised on more traditional languages). By age 14, I was completely off drag-and-drop and using the built-in GML programming language for everything instead. It naturally encourages a shift into programming. Pretty complex games can be made with the drag-and-drop interface, which is simple & intuitive and designed for kids. I would highly recommend it for your kid, for all the following reasons. ![]() GM was my first exposure to programming at about age 12.
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