a lot of the most successful game making tools for beginners are genre specific - stuff like Ren'Py (visual novels), Twine (interactive fiction), PuzzleScript (sokoban-likes), RPG maker (c'mon), and so on. even when these tools are subverted towards a different end - e.g. RPG maker horror games - the genre foundation provides a language to work with that's more intuitive to someone just starting out in game development.
from what i've seen, action games genres don't really have equivalent tools - or at least as popular ones? if i'm wrong let me know, but it seems like most of that stuff is still relegated to more generalized tools like game maker. part of this might be that action games are just a little finickier and more granular in nature in a way that resists toolage. and actually, when i think about it, the closest thing to what i'm thinking about might have been like... game maker 8 or klik and play, which there doesn't seem to be a modern equivalent of?
at any rate, i feel like watching the course of amateur game development over the last couple decades the arc has bent away from actiony stuff to more narrative stuff, and at a distance it seems like a good part of that is attributable to what the accessible tools are at the time. of course there's nothing wrong with narrative stuff !! but 2d action stuff can be a rich space for people just starting out, and i suspect closer to what some people want to make when they imagine making games. i'd love to see what a hobbyist scene where making a masocore platformer or a shmup was as easy to jump into as a bitsy game would look like
this is a freeware STG creation tool, created and maintained by a lone Japanese dev since the late '00s, that has been used to create dozens of free and indie STG for PC and, by way of Hanaji Games' home-spun wrapper, Switch: http://blog.livedoor.jp/stgbuilder/ 🇯🇵
Here are some of the more noteworthy recent games made with this engine:
- the Mecha Ritz series (latest version available on PC and Switch)
- GRAND CROSS: ReNOVATION (PC)
- Andro Dunos II (PC only; the console versions were converted to different code by the publisher)
- Dezatopia (PC - Switch)
- the many free works of zakichi, which include Kaikan, Vastynex and the just-released WEXEW MEXEM, among many others
- Rangerdog (PC - Switch)
- Graze Counter (PC; the recent sequel Graze Counter GM runs on Game Maker)
The engine was supposed to have been sunset in favour of a successor many years ago, but that new version's been in dev limbo for years, so people have continued to chip away with the classic version; even so, those attempting commercial dev have largely felt pressured into adopting more "professional" engines (in no small part due to there being no innate support for consoles), so there's a sense that STGBuilder's days are numbered. (EDIT: hold that!)
There is one big STGBuilder project still on the horizon: Devil Blade, a game being made by Vanillaware artist Shigatake in his spare time, which has been in the works for several years and seems like it might finally be done sometime within the next ~ 12 months.
(Incidentally, Devil Blade is the latest game in a series of home-made STG dating back to the mid-'90s that were built using Dezaemon, a modestly popular series of STG-maker software released across Famicom, Super Famicom, Sega Saturn, Nintendo 64 and Playstation—quite a few of STGBuilder's most active users have direct ties to the Dezaemon scene, as it happens.)
(The dev's also released a free demo game, G-Scramble, for the purposes of verifying Steam Deck compatibility and whatnot)
This new version runs in 64-bit, with the ability to import projects from the existing 32-bit version, and adds a smattering of new features that won't mean anything to anyone jumping in now but that you might've thought would have already been a thing (like true native user-side key config support!), and a few developers, including the makers of Kaikan (which is getting an upgraded commercial release in the near future) and GRAND CROSS: Re:NOVATION (a game that pushed the old tool to its limits) are already in the process of shifting their game to the newest version.
The ever-helpful Shigatake wrote a brief rundown of the strengths/weaknesses of STGBuilder on their fanbox acct, which should help you decide whether it might be able to help you see through whatever ideas you might be envisioning:
STRENGTHS OF STGBUILDER
- conventional STG dev (horizontally-scrolling, vertically-scrolling, fixed-screen)
- allows one to make games with no knowledge of code or specific programming languages (but making anything beyond a certain level will require some degree of programmatic mindset)
- extremely flexible, with most game systems entirely achievable via full use of the scripting system
- quick to start, load, debug and build projects
- highly performant and can display a high number of objects (good for danmaku, obviously)
WEAKNESSES OF STGBUILDER (as of August 2023)
*× = not supported / △ = possible but difficult/requires workarounds
- × simultaneous two-player
- × analogue input (left/right sticks are detected as digital)
- △ non-STG (action games, etc)
- △ checkpoint-based revival (a la R-TYPE; as opposed to instant on-the-spot respawn)
- △ free multi-directional scrolling (a la Bosconian, etc)
- △ scrolling stages that loop up/down or left/right (a la certain Gradius stages, etc)
- △ in-stage shops (a la Fantasy Zone; between-stage shops are no issue)
Essentially, while it has its pros and cons, they think you'll be able to make something comparable to any given classic STG if you're willing to fully come to grips with it.
They also provided the new logo, which was nice of 'em.
The dev's also shared both EN and JP documentation on github—I haven't looked over the EN docs so I can't speak to the quality of the translation, but I do know there were a couple of volunteers working with the dev for a long time who were kludging all the text together with google translate; I poked a translator their way a while ago in the hopes they'd take the hint but I don't think that went anywhere, so if you spot any loc issues, make your voice heard and maybe the dev will take the hint.