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I also looked at Squeak, but what decided for GameMaker was: you do not need to write a line of code to program. You just drag images of statements, drop them into action "slots", and maybe right-click them to change some properties.

In example, simple game "Catch The Dog" is implemented by just 1 object (image of a dog), and 3 statements: in slot of "on MouseClick" action:
SCORE (+1, relative),
DELETE (self)
All these statements are basic for GameMaker buttons with cute icons. SCORE "knows" to display current score in title bar.

My first "program" was to add:
to action slot for "when leaving playing area", DELETE (self), and SCORE (-1), and
to action slot "when created": MOVE IN RANDOM DIRECTION.
add some "walls" (images), with attribute "solid" - so dog will bounce after collision - it knows how to bounce from solid object.

That's it - I created new fully playable simple game. Dog lurked out at random place, was running away, bounced from wall, and if I did not click on it fast enough, I lost a point.

Sorry for off-topic node, but I just want to show how is possible to "program" without writing any code, if you have high-level statements in a language carefully targeted to very specific area. We may forget it is possible, because we are using perl - "swiss army chainsaw" universal language all the time.

To make errors is human. But to make million errors per second, you need a computer.

In reply to Re3: Learning how to program (for youngsters of any age) by pmas
in thread Learning how to program (for youngsters of any age) by pmas

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