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GameMaker: Studio

Game Maker
The game maker logo.png
Original author(s) Mark Overmars
Developer(s) YoYo Games
Initial release 15 November 1999; 17 years ago (1999-11-15)
Stable release
v1.4.1760 / 30 August 2016; 5 months ago (2016-08-30)
Preview release
v1.99.505 Early Access / 25 August 2016; 6 months ago (2016-08-25)
Written in Delphi
Operating system
Available in English
Type Game creation system
License Proprietary
Website www.yoyogames.com

GameMaker: Studio (originally named Animo and later Game Maker) is a proprietary game creation system created by Mark Overmars in the Delphi programming language.

GameMaker accommodates the creation of cross-platform and multi-genre video games using drag and drop action sequences or a sandboxed scripting language known as Game Maker Language, which can be used to develop more advanced games that could not be created just by using the drag and drop features. GameMaker was designed to allow novice computer programmers to be able to make computer games without much programming knowledge by use of these actions.

Originally titled Animo, the program was first released in 1999, and began as a program for creating 2D animations. The name was later changed to GameMaker, lacking a space to avoid intellectual property conflicts with the 1991 software Game-Maker. GameMaker primarily runs games that use 2D graphics, allowing the use of limited 3D graphics.

GameMaker is designed to allow its users to easily develop video games without having to learn a complex programming language such as C++ or Java through its proprietary drag and drop system. These icons represent actions that would occur in a game, such as movement, basic drawing, and simple control structures. It is also possible to create custom "action libraries" using the Library Maker. Game Maker Language (GML) is the primary interpreted scripting language used in GameMaker, which is usually significantly slower than compiled languages such as C++ or Delphi. It is used to further enhance and control the design of a game through more conventional programming, as opposed to the drag and drop system.


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