Learn more about Makinom’s features.
Makinom is a powerful game development tool for the Unity® Game Engine (requires Unity® 5.1).
You can create all kinds of 2D and 3D game genres using Makinom, like first person shooters (FPS), adventures, jump’n’runs, beat’em’ups, arcade shooters and many more.
Use Makinom to create your game controls, cut-scenes, game mechanics, dialogues, HUDs, game logic, AI and all other parts you need in your game.
Save Time and Effort
Save development time with Makinom.
One of the biggest core principles of Makinom is reusability. Each game mechanic you create can be reused whenever needed, wherever needed.
Quickly create a prototype of your game and move into full production without writing a single line of code.
Get your game on the road with this intuitive toolkit!
Start Your Game
Target different platforms using Makinom – officially supported are:
- iOS and Mac OSX
- Unity Web Player
While it also runs on other platforms, they’re currently untested. Try the free test version to see if it’s running on your target platform.
You don’t know how or don’t want to write your own scripts? Don’t let that stop you!
Makinom is a complete package, you wont have to touch a single line of code to create your game! But you can, if you want.
Developing your game mechanics is done with Schematics – a node-based, flow chart like blueprint of what you want to do.
Bringing your game to life is done with Machines – they play schematics and put them into action.
You’ve got a game idea stuck in your head?
Test your idea in a prototype and see if it’s working and fun playing. You can quickly create prototypes without much fine-tuning and play around with the game mechanics in the node-based schematics.
Something’s not working as you want it to? Just disconnect that node chain for now and try a different approach. Makinom is designed for fast changes without having to wait for annoying recompilation of your code.
Makinom makes game development simple and efficient.
Build upon your prototype or start from scratch – the reusable schematics and machines for all purposes will help you on your way.
There is a huge amount of ready to use nodes available in schematics. Each node performs a task, be it as simple as playing a sound or as complex as moving an object to a position over time.
Schematics are reusable blueprints for what you want to do. They consist of connected nodes that work similar to a flow chart – each node performs a task and decides the next node that’ll be executed.
There’s a huge number of nodes for different tasks, and you can add new nodes via scripting. Schematics are created in the Makinom editor in the Schematics section.
A machine is a Unity component that plays a Schematic – in short, a schematic is a blueprint for what you want to do, and a machine makes it happen.
There are different machines for different purposes, e.g. Trigger Machines will start when a game object enters, stays or leaves the trigger area of the machine, while Tick Machines will start each frame.
Variables are a core mechanic of all games. They are used to store information – like the player’s health, ammunition or marking a solved quest.
There are different variable origins. Local variables are only available in a playing schematic or formula, while Global variables are available everywhere and anytime. Object variables are bound to game objects.
Game states are an easy way to keep track of what’s currently happening in your game. A game state is either Active or Inactive, the game can have multiple active states at the same time.
Machines, schematics, HUDs and other parts of Makinom can depend on certain game state conditions, e.g. can the player HUD automatically be hidden while in a cut-scene.
Instantiating and destroying game objects can decrease the performance of your game, especially when happening often. Pooling is a technique to prevent this by creating a pool of game objects at the start of the scene and enable/disable them when needed.
Makinom will handle this for you – just create a pool based on a prefab and a pooled object will be used when the prefab is spawned.
Makinom handles saving and loading the game for you.
Save games can either be saved actively by the player selecting a save game file, or by using Auto Save Slots to automatically save the progress. The save game system can be expanded to save custom data (e.g. from 3rd party products) along the save data by adding Custom Save Data.