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ArcadeMakerSources
ArcadeMaker
C#2026–2026
ArcadeMakerSources / ArcadeMaker

ArcadeMaker

A cross-platform 2D game engine with its own programming language and IDE.

2Distinct people
8Mentions
0Explicit recommenders
162GitHub stars
REPOSITORY AT A GLANCE

What to know before exploring

What it is

A cross-platform 2D game engine with its own programming language and IDE.

GitHub

Where it is used

No documented product use has been verified yet.

What people are saying

No recommendation phrase was found in the indexed comments.

No classified warning is attached to this page. Read the discussions before treating silence as approval.

Also in these discussions

No other repository is repeatedly linked in the same discussions.

This week on Hacker News

Nov 7–Nov 14 UTC · Direct repository links and separately labeled related project stories. Indexed through 11/14/2026, 3:56:07 PM UTC.

No direct repository links were found in the indexed HN discussions over the past seven days. Older discussions are available below.

Mentions over time

HN mentions by week8 dated mentions

Observed mentions: 2026-05-25 12:52:47 UTC to 2026-10-25 14:02:07 UTC. Weeks start Monday, UTC.

01232026-05-25 00:00:00 UTC to 2026-06-01 00:00:00 UTC (exclusive): 1 mentions; 1 submissions, 0 commentsMay 252026-06-01 00:00:00 UTC to 2026-06-08 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2026-06-08 00:00:00 UTC to 2026-06-15 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2026-06-15 00:00:00 UTC to 2026-06-22 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2026-06-22 00:00:00 UTC to 2026-06-29 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2026-06-29 00:00:00 UTC to 2026-07-06 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2026-07-06 00:00:00 UTC to 2026-07-13 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2026-07-13 00:00:00 UTC to 2026-07-20 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2026-07-20 00:00:00 UTC to 2026-07-27 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2026-07-27 00:00:00 UTC to 2026-08-03 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2026-08-03 00:00:00 UTC to 2026-08-10 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 commentsAug 32026-08-10 00:00:00 UTC to 2026-08-17 00:00:00 UTC (exclusive): 3 mentions; 2 submissions, 1 comments2026-08-17 00:00:00 UTC to 2026-08-24 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2026-08-24 00:00:00 UTC to 2026-08-31 00:00:00 UTC (exclusive): 1 mentions; 1 submissions, 0 comments2026-08-31 00:00:00 UTC to 2026-09-07 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2026-09-07 00:00:00 UTC to 2026-09-14 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2026-09-14 00:00:00 UTC to 2026-09-21 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2026-09-21 00:00:00 UTC to 2026-09-28 00:00:00 UTC (exclusive): 1 mentions; 1 submissions, 0 comments2026-09-28 00:00:00 UTC to 2026-10-05 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2026-10-05 00:00:00 UTC to 2026-10-12 00:00:00 UTC (exclusive): 1 mentions; 1 submissions, 0 comments2026-10-12 00:00:00 UTC to 2026-10-19 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2026-10-19 00:00:00 UTC to 2026-10-26 00:00:00 UTC (exclusive): 1 mentions; 1 submissions, 0 commentsOct 19

Counts come from the repository’s dated source evidence. Index cutoff: 2026-11-02 08:16:59 UTC.

View mention counts and date ranges
UTC ranges include their start and exclude their end. Select a period to filter the source evidence.
PeriodStart (UTC)End (exclusive, UTC)MentionsSubmissionsComments
May 252026-05-25 00:00:00 UTC2026-06-01 00:00:00 UTC110
Jun 12026-06-01 00:00:00 UTC2026-06-08 00:00:00 UTC000
Jun 82026-06-08 00:00:00 UTC2026-06-15 00:00:00 UTC000
Jun 152026-06-15 00:00:00 UTC2026-06-22 00:00:00 UTC000
Jun 222026-06-22 00:00:00 UTC2026-06-29 00:00:00 UTC000
Jun 292026-06-29 00:00:00 UTC2026-07-06 00:00:00 UTC000
Jul 62026-07-06 00:00:00 UTC2026-07-13 00:00:00 UTC000
Jul 132026-07-13 00:00:00 UTC2026-07-20 00:00:00 UTC000
Jul 202026-07-20 00:00:00 UTC2026-07-27 00:00:00 UTC000
Jul 272026-07-27 00:00:00 UTC2026-08-03 00:00:00 UTC000
Aug 32026-08-03 00:00:00 UTC2026-08-10 00:00:00 UTC000
Aug 102026-08-10 00:00:00 UTC2026-08-17 00:00:00 UTC321
Aug 172026-08-17 00:00:00 UTC2026-08-24 00:00:00 UTC000
Aug 242026-08-24 00:00:00 UTC2026-08-31 00:00:00 UTC110
Aug 312026-08-31 00:00:00 UTC2026-09-07 00:00:00 UTC000
Sep 72026-09-07 00:00:00 UTC2026-09-14 00:00:00 UTC000
Sep 142026-09-14 00:00:00 UTC2026-09-21 00:00:00 UTC000
Sep 212026-09-21 00:00:00 UTC2026-09-28 00:00:00 UTC110
Sep 282026-09-28 00:00:00 UTC2026-10-05 00:00:00 UTC000
Oct 52026-10-05 00:00:00 UTC2026-10-12 00:00:00 UTC110
Oct 122026-10-12 00:00:00 UTC2026-10-19 00:00:00 UTC000
Oct 192026-10-19 00:00:00 UTC2026-10-26 00:00:00 UTC110

What Hacker News says

8 sources

Show HN: I improvised my own programming language from scratch

I always wanted to create my own programming language. Sometimes, when I was bored, I would open my computer and start improvising one (in C# on OnlineGDB, because Visual Studio is so heavy and I only open it for serious projects), but I always abandoned it after a few minutes when I realized I didn't even know how to begin. I didn't want to follow a tutorial or anything. I wanted to figure it out myself. I didn't know what a parser was, what a lexer was, what a syntax tree was, or even what an interpreter was. My mindset was basically: "I want to write a program that gets a string containing code and does what it says." But one of those times when I was bored, I tried again, and things just started to click. I'm not sure why it worked this time, but I succeeded in making SOMETHING. I wrote a little program that allowed me to set and prin
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t variables, and from then on (it's been a year now), I just kept improving it. At one point, I had previously written some code for coloring C# code (red strings, green comments, purple numbers...), so I just copy-pasted it into my new language project and hop - I had a lexer. Basically, the way it works is that I have `interface IOperation { void Make(); }` and `interface IReadingOperation { IValue Read(); }`, and every statement or expression gets parsed into an instance of one of these interfaces. For example, I have `class VariableDeclarationOperation(Variable v, IValue initVal) : IOperation {...}`, and when the user writes `var a = 0`, it gets parsed into an instance of this `VariableDeclarationOperation` class. Then I just iterate over these instances and execute them. Now it really looks like a real language. I use it as the scripting language for my game engine, and it's actually running simple games! It has functions, classes, attributes... and everything uses my own syntax and all. So yeah, I discover weird bugs all the time, but it works well enough to power some cool arcade games. And I've done A LOT of performance work to get it to this point. Everything is fully open source! Just wanted to share it here :)
4 points · Open discussion
am-gm·Aug 10, 2026Submission

Show HN: Game Engine with its own IDE and scripting language

GitHub repo: https://github.com/ArcadeMakerSources/ArcadeMaker (first of all, i want to say that I made this project for fun and challenge. I always wanted to create my own language. This has no business goal or something.) So the project is a 2D game engine (MonoGame backend) inspired by GameMaker 8. It includes its own IDE (built with WinForms) and an interpreted programming language that I wrote myself. The language—definitely the biggest challenge in the project—is a simple dynamically typed language. When I started, I had zero knowledge of how to build something like this. I didn’t even know I was making an interpreter; at first I called it a compiler. It was a personal challenge, and I wanted to figure everything out without using any resources or tutorials. My mindset was basically: “I need to write software that takes a text file
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containing code and just does what it says.” Somehow, I made it work. In the beginning, running an empty loop counting to 1M took 7 seconds. After a lot of performance work and rebuilding parts of the system, the same machine can now run a 30M loop in 2–3 seconds. Pretty nice improvement. The language itself is a bit unusual, and I want to share one small feature I really like: loop counters. foreach item in ['a', 'b', 'c'] : counter c { println(c + ": " + item) } // Output: // 0: a // 1: b // 2: c Not a complicated feature, but pretty useful. Here's a YouTube video showing me using the engine to build a little game Anyway, these days I barely have time to work on the project, so I decided to open-source it. I’m hoping people here will find it interesting and help turn it into something real. I'm looking for contributors! I know there are tons of AI-generated projects being shared these days, so please, please, take a quick look at the code before assuming this is one of them. I promise it's pretty obvious that it was written by a human. Any feedback is welcome.
3 points · Open discussion
am-gm·May 25, 2026Submission

Show HN: My biggest solo-project: Game engine with its own programming language

Hi, so i'm making a 2D game engine with its own IDE and interpreted programming language, all are written in C# It's open source, and I'm looking for contributors! The backend engine is MonoGame, the IDE is WinForms and the project is real, not just another AI-slop... Please check it out, i promise it's an unusual thing! Here's a YouTube video showing me using the engine for making a little cute game: https://youtu.be/h_AnUg4yJWs?si=MR3nQCVvOMDP3iqg Any feedback is welcome!
5 points · Open discussion

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