11-17-2011, 07:39 AM
Tried it a long long time ago, right after it first came out, didn't like it very much. I mean, if you have patience, I'm sure some awesome can come out of it, the sample games were rather fun. I'm not sure if it had alot of bugs when it was released, or if I just couldn't get things to function correctly due to trial limitations, but it seemed like something was wrong with it from the start. For instance, I changed a minor attribute of an Event object, like a height variable or something, and it caused the application to crash. When I would pull task manager up to kill the igm.exe and then re-start the project, the sample game I had edited wouldn't load at all, I even set the variable back to what it previously was.
A google search many months after I tried it, I couldn't find but just one IGM community that would even be worth talking about, I think it was either French or German. The English RM communities seemed not to be sold on it, they were hyped and then big time disappointed. I think on a certain level, just that disappointment alone was enough that the rmxp.org staff had buried the AGM/IGM forum and started taking a big focus on other platforms, the unreleated Game Maker 7.0 seemed to take a big emphasis, and then countless other ones. I think the biggest thing that turned people off, from what I heard, is just non-trial limitations such as "Oh, you can only have three projectiles on screen."
My thoughts? Honestly, the trial games were fun, but I couldn't stand the actual program itself. I know they had lots of plans to expand and update it so, regardless of my initial dislike, it might be worth checking out again. It failed at launch but I have to admit that it had lots of potential, probably just got off to a rough start.
A google search many months after I tried it, I couldn't find but just one IGM community that would even be worth talking about, I think it was either French or German. The English RM communities seemed not to be sold on it, they were hyped and then big time disappointed. I think on a certain level, just that disappointment alone was enough that the rmxp.org staff had buried the AGM/IGM forum and started taking a big focus on other platforms, the unreleated Game Maker 7.0 seemed to take a big emphasis, and then countless other ones. I think the biggest thing that turned people off, from what I heard, is just non-trial limitations such as "Oh, you can only have three projectiles on screen."
My thoughts? Honestly, the trial games were fun, but I couldn't stand the actual program itself. I know they had lots of plans to expand and update it so, regardless of my initial dislike, it might be worth checking out again. It failed at launch but I have to admit that it had lots of potential, probably just got off to a rough start.