how does one make games, actual question

@onethousandtwentyfour Boosting and planning on checking back for what answers, because, same.

@cosine while this is practically speaking probably the most direct answer, i do not trust any solution which believes that uncritically embracing a one­‑size­‑fits­‑all framework is good or sufficient for the creation of Art

@onethousandtwentyfour oh gosh yeah, i hate unity. but it seems all the successful indies these days use it. the other answer seems to be "with C++ and a lot of gumption"

@cosine ah, see, my secret is i laugh in the face of success

@onethousandtwentyfour i mean successful in the sense of "finished" not popular. but go for it, i hate unity and refuse to use it. there are a few more framework-like engines which based on your assessment of unity might be more up your alley, or if you're doing 2d rolling your own is totally feasible (3d you baaasically need a rendering engine at the very least, and probably more)

@onethousandtwentyfour do you mean, like, the artistic decision-making process or the mechanical creation of the thing process?

I'm not particularly qualified to answer either question but I'm going to guess...? 

example game idea because idk examples are good for clarity? 

re: example game idea because idk examples are good for clarity? 

example game idea because idk examples are good for clarity? 

re: example game idea because idk examples are good for clarity? 

@aschmitz let us say, for sake of example, a port of Fire Emblem, Linkʼs Awakening, or a similar top­‑down sprite­‑based Game Boy [Color/Advance] game

@onethousandtwentyfour For a *port*, strictly speaking, I'd expect someone to take the original code and replace parts until it worked on the target system. For a new project, mostly using some game engine or other, since that'll take care of most of the boring UI + input + audio work.

I used gamedev.sourceforge.net/ a few times a long, long time ago. I've seen godotengine.org/ around recently too. (It does 2D, though the home page focuses on flashier 3D.) Unity is the n-hundred-pound gorilla in the space, too, but it's closed-source and there are some licensing oddities with it.

@onethousandtwentyfour Usually you'll end up with a scripting language, often dictated to an extent by your choice of engine. (PyGame uses Python, lots of things use Lua, etc.). Your engine may (probably does) handle physics for you, if you want it to, but you deal with interactions between objects, etc.

Graphics/sounds you can either draw yourself or buy/use free art.

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