as an artist that struggles to keep awake to the subject to coding and that wants to rough out a game concept so i could pay someone else to code the game based on that original concept, having something visual is crucial since i am a visual learner and I really want to make a particular game.
some people, like yours truly, it's more visual and having these codeless options make easier to understand the inner workings of the code, then when you need something more complex, you already grasped the basics without even knowing it
About Visual Script in Godot … Where its good is if you have traditional programmers creating custom, high level, nodes for it. For example our current project uses the Visual Scripting in Godot to create node-based dialog trees that the writers can easily use - we have nodes like "show character" and "change expression", "read lines", "offer choices" and so forth that writers can just string together - then in the backend it goes through the localization system, matches voice over audio to text, and so forth keeping that invisible to the writer. I think there are also like 2-3 GSoC students working on improving visual script in godot right now too :-)
@@thatsockspanda9073 same. i was a really frustrated at not being able to finish a small game because it needed 50+ events. But then I discovered gdevelop and it was like finding an unlimited water supply in a desert
I love the concept of visual scripting, but non of them seem to be able to make it simpler. Well, 3D specifically. I'm a visual learner, but I fail to see how godot/unreal even makes scripting more visual besides for noodles going everywhere.
you still need logic as programmer to use Visual Scripting...like Blueprints in UE4. For me, it's pretty easy to work with Blueprints (and if there's some bottleneck you can always use C++). Mostly they do it very good in UE4 that you need just to look into Blueprints you will know what's going on. Lot's of AAA developers that work with UE4 mix Blueprints with C++, and even there are only BP games.
This is perfect for me! I focus more on the visual side of imagination then the intimidating programming side so I'm glad that engines like these exist!
Media Modecule's Dreams is a game currently in early access, exclusive to PS4, and it's one of the easiest to learn visual game engines out there. There's node-based editing and pseudo coding, all through visuals. It is capable of very advanced logic systems and it even has a digital audio workstation. It's a 3D modeller, a music DAW, a CG film creator, and a game engine all in one. Capable of 3D and 2D. You cannot export games. The create mode is more of a tool for people who are newer to coding and want to dive into practicing the logic without the coding languages, or it can be used as a notebook to prototype ideas quickly. Local multiplayer is supported for playing stuff, but online multiplayer and local/online coop create is planned for the future, but not guaranteed. You can play other peoples' published creations and you can even supply others with or use other people's assets to make your own projects. You are not required to make anything, you could potentially just play other people's stuff and/or never publish your own works. The game has an interesting art style, given that everything is made with particle effects. If you would like to learn more, check out the Dreams video on Ceave Gaming's RUclips channel.
Dreams is not a game engine. If you cant export stand alone games out of it then its not an engine its a game, you are required to have the game to play those games so what you are doing is creating "levels" for it, not games. Not saying Dreams isnt great and all but its not a game engine. Its a PS4 game with a very nice level editor.
@Jy’Mere Williams I disagree, still. Dreams is very similar to programming. It is much closer to a game engine than a level editor, despite the inability to ship games. If I took UE4 and disabled the ability to publish games, it would still function as a game engine, just one I can't sell games with.
@@sopothetocho Dreams is definitely a engine some stuff made on there, is more impressive and took less time than these other engines and it was made from scratch.
Gamefactory, Klik&Create and click and play are predecessors to Click Team Fusion and they represented the best years my teen-hood, and I did have a lot of fun with Construct 2.0 a couple of years ago as it follows the exact samelogic, but honestly don't know the difference between it and version 3.0, Stencyle&GDevelop are on my todo list, thanks for the amazing content and keep up the good work.
I love Pixel Game Maker MV and have used it to make 'Dickie A Cumming', 'Pension Day' and 'Someone Cloned The President' - all available on Steam. I have tried most of the engines you mentioned and this one is the only one I have been able to get to grips with so far. Despite trying to work through tutorials for Clickteam Fusion 2.5, I just find it confusing. The same goes for Gamemaker Studio. It is very odd but it's like PGM MV was made just for me!
I liked construct 2 but making it browser based ruins it for me. Using godot to start learning code but ill try GDevelop to fall back a bit. (Prototype maybe?
@@isaacsilverstein185 Open source is never a bad thing! I love the concept of opensource! Especially when we can contribute ourself. I just didn't like GDevelop and Construct 3 is now a web app which just feels wrong to create with. Cant really tell why. I love Godot though but i feel like i don't learn anything following tutorials and am pretty sure if i needed to start from scratch i just couldn't. With constuct 2 i could do anything with ease. GDevelop is to cluttered and unstructured for me. It is also way to specialized on some of the (i dont know the term GDevelop uses) modules.
@@isaacsilverstein185 I don't really code and Godot has allot of tutorials and such. I just started learning GDscript to get a basis. Also, i don't really what i saw in appgamekit Studio. They just added a viewport? So you didn't have one before? The scripting finally gets documentation, which Godot has allot more of and really in depth. Ill be sticking with Godot and try to make somethings in the summer, ill go for more advanced stuff once i get more serious.
I actually learned to program using Blueprints. And at one point I found c# harder than blueprints. I think they are one of the best ways to learn coding.
I learned to program about 15 years ago in PHP lol. Back when there was very minimal learning resources. Then got into Javascript a bit. Been tinkering with python for about a year now. Made a few projects with python. it's pretty fun. Would like to get back into Javascript. Most people don't care to download games anymore unless you're able to put it on steam, it's a large triple A game, orrr unless it's a web based game made in Javascript.
@@anony88 feel sorry for you PHP is horrible language and javascript just teaches bad habits (no type system). Python is a nice language though when you get your head around white space.
Have you seen Platform Builder Pro (PC) on Steam? There is no easier way to create quality platform or overworld games. You can do drag-and-drop but it also has a very easy scripting language. Very underrated little game engine.
I really liked Construct 2, it was amazing and easy to use (this is coming from a full time c#dev who has written tons of software including games), but cant really afford Construct 3's subscription model
The assets made me go look over the fence from unity to unreal. Blueprints made me step over and try. And now blueprints made me learn (some) c++. The visual scripting is nice for small things but its so hard to get a good view of it compared to code. Its a good entry point but its worth learning to code properly. Tbh, i think u pretty much need some programming experience to use the visual ones properly.
Maybe the logical nodes of upbge can also be counted. For amateur gamers, it is easy to understand and simple. It is considered that I prefer logical nodes to armory nodes.
I don't like visual scripting (except for shader writing). It's one of the main reasons I have difficulty using Unreal, I find it very frustrating and and never feel like I'm actually making something my self from scratch.
Well, you are but it is way easier and faster than coding. I made a few small small games with Construct 2 and it felt rewarding since coding is hard for me to learn. But i still made a game!
I can't wait for the era/time that people will create game engines only with visual scripting and people will start make thousands of games without knowing a single programming language!!!
the latest version, called "snap" has quite a few advanced concepts however, all the while maintaining the whole "for kids" look and feel: first class functions, continuation passing, multithreading, various other functional-programming inspired stuff, recursions etc. Reading the reference manual feels like having a kids playground built on a minefield.
@ I am starting to use it again, since the last time I used it was when I was younger. I haven't made much on it yet, but I am learning how to use it (not the part of the functions of the blocks, but the part of building the elements I need to create a game). One of the things I most like about it is the community aspect. People tend to be welcoming and their projects can get really creative. It's also self-contained (no official Discord server and stuff like that), which is good for kids, and they already offer a discussion forum. As to the age, I'm not in the 30-year-old mark myself, but I believe there are people on the community who have that age range.
I do like Game maker studio 2 since I do use the DND system and its better for me to prosses the code for now but eventually I will move on to code. The only downside is it does gets laggy when you have a bunch of blocks on a single object open all you really have to do is minimize but it can only handle so much blocks if you need to make a custom wave set.
Game Maker 2's drag and drop is actually more efficient than GML last I checked. For me personally it's the only visual coding program that I could actually grasp.
we can say, Unity and Unreal are the beast of Game Engines, CryEngine has also some really High Quality Optimized rendering system, But it has no many fans
Armory 3d devs have talked about incorporating Blender's EEVEE rendering engine. I think this may be the reason they're going quiet for now; EEVEE, itself, is not a game engine, so it's likely they're doing a lot of under the hood work, if that's the case.
written or visual, theres no way around having to learn the basic logic, math and methodologies used in programming. also visual scripting systems usually are not mergeable by version control software, so if you are working with other people or you just have your projects in a vcs repository, you are pretty much screwed thats one of the main reasons big studios that use unreal engine 4 only use blueprints as data containers
It's partially true. The big developers mostly use C++ to create classes like Player Controller, Characters, Custom movement components, pawns and put other logic in Blueprints or when they need to scale up something they code it with C++. Their designers use Blueprints a lot with minimal programmer support. But it depends, some developers use mostly C++. Big teams use Blueprints a lot because they need to collaborate with non-programmers in team, like designers, artists etc.
I wish python got more love when it comes to gaming. It's just a really simple language. Not sure if it's possible but it would be cool to program games in unreal engine using python.
It's not possible. The old Civilization games were created with python. I dabbled with it a little bit, but the language isn't really strong enough for games.
@@nicholasjackson8709 I'm just saying it can be strong enough. There's been python packages built on top of C to speed up the computation. There should be a python package to easily utilize all cpu cores/multithreading built on top of c++ that adds functionality to python to make it strong enough.
I have been working at this for a while, actually. There are some things that are frustrating in python that need to be worked around performance-wise (the GIL, the expensive cost of function calls, and lack of a cache-efficient object and data-structure model). That being said, I have had some success working around this using cython and exposing game engine internals using "handles".
Hi Mike, do you know of any no code game engines in which you can create old school 2D dungeon crawl games like Wizardry? I've seen engines do 2D Platform and Top Down shooters (ie. Gauntlet), but not the Dungeon Crawl type.
If you just want to get something done quickly unreal would be good with blueprints. Though if you want something more optimized more unity would be the best, though unity is harder to learn I believe.
My choice is Unity + Playmaker. I love it. By the way, one hidden, but big advantage of Playmaker is that, there is no compile time. If I change something in C# , I have to wait 35 second for compilation to end, if I change something in playmaker and can hit play button and test it right away. Compilation time, not only wastes shit town of time, it gets you out of the flow. I simply couldn't build ambitious projects in reasonable amount time as solo developer if I had to do it using C#.
Hi Mike, when you spoke about Pixel Game Maker, I agree it's very confusing to use, can do the tutorials, but where would that leave a person confused by the process. Godot is free and can do a lot, but suffers from bad / out of date documentation making it very hard to learn for those new to coding or the Godot Game engine. Still looking for something that I can use.
Which visual scripting is the easiest to learn? I want to make game prototypes or very small and simple games. I do not know any programming languages.
It doesn’t matter if it’s visual or not, if your learning a game engine you have to learn it’s API or you can’t make anything at all with it and when an API can run into hundreds or thousands of functions, you can see why people spend years trying to make something professional
Yeah for me the biggest challenge with programming is just how to say exactly what you want... Why it's one thing instead of another. It's probably made more confusing by people who code thinking their method is the only way.
i love game maker studio. back in 2006 or 2007 version awsome tool.to create 2.5D games it was amazing back then but now its UI becomes to imitating. but yeah it still a mainstream product
I use Scratch to make my games, but I am trying to make a 3D game. Unfortunately, Scratch doesn't have a 3D editor. So I am trying to find another engine to make 12 Rooms of Doom 4
I've never tried to make one of those but if you're talking about 2D I recommend GDevelop (which is what I use for 2D) or Construct if you don't care about the price that much
Read the buildbox forums. Everyone is looking for documentation and tutorials for BB3. I have used it. Windows export is garbage. Tested exporting a template and it was pushing 15 fps. It's fun to play around with, and if you are good with Java it could work for you. The BB support team was stellar in my experience. I would wait another six months until proper documentationand tutorials are available from the BB team.
Also you are stuck with .OBJ for imports. If you want to animate, you have to export your render in frames and the create the animation inside BB. So you better hope you do not want to change your camera angle or you will have to re-render all your animations. lol
It's not, it's actually incredibly powerful and the only limitation is the pricing. Last version (very limited, no logic acces or coding) was good enough to make 8/10 games you see in the App Store and Google Play Top 10 games. It was used for games like Color Switch, casual mobile games. Now, after a wait of over 2 years we got the update that introduces 3D and coding possibility as well. How it works? Tier 1, inspector editing and template combining, tier 2 node based, visual scripting, tier 3 full blown Java coding. Basically you drag an asset and select on of 4 types object, player, action etc (can't really remember the exact same names but drag and drop what you want it to be), you click it one's you can edit the inspector, click it again you go to node based, click any node and you can access it's code. After the update from 23 may, you can make any type of mobile game and honestly indie game as well. There hasn't been any AAA game done with it since it's new and wasn't focused or pushed for the heavy gaming market. But now all the limitations are on the user's side. It also solved a big problem with the pricing, used to be like 12K a year and went on to be like 399 per year which honestly, it's selling you a blueprint for making as many mobile games as you want > directly transferred into a profitable business model for a start up. Sorry if I sound like a salesman, I am really not, I just am amazed but how much this software wasn't taken into consideration for the fact that it looked to good to be true, and now, now it actually is good.
Game salad had such promis but development was way too slow and they increased the price way before it was feature complete enough to be really useful. They promised some features for years that never came while charging subscription fees to people waiting for those features. Each time promising next month or 2 weeks of waiting.
The thing about visual scripting, in my case at least, is that it helps me actually see what I am doing as opposed to a wall of text. I tried learning Python (since I was told it was the easiest to learn) and I just couldn't understand what I was doing. I was following tutorials and such and achieving results. But in the end I was merely following instructions. If you asked me about what it all meant I couldn't tell you. Nor remember how to do it again by myself.
I know right? The irony is that I would rather make a C# script and be done with it, than see all these blocks and figure out how they go together. Code is code. Write it, and it works. Fast and easy.
@@victorsarkisov63 True, but that only works if you understand coding in the first place. As an artist I can visualize characters and scenes quite easily, but when I look at code I feel like I'm looking at a computer screens in the Matrix movies.
I self-learned programming C# and C++ and someone told me to try UnrealEngine4's blueprint system. For super simple tasks, sure, why not. Otherwise it is terrible for complex interactions. I tried Unity's bolt and was sorely disappointed. It is so inefficient and the insane amount of troubleshooting needed to get things to work is just crazy! Apart from selling to newbies "Hey you don't need to code to make games" (which is wrong), there is no real future for this.
I wish Construct could be fully free... Its literally the only one i actually was able to understand and use! I tried Gdevelop but its not really the same like Construct and i wasent able too make anything...
I totally disagree that 'PIXEL GAME MAKER MV' is crap! What are you on?! Here is a short list of games (on Steam) made in PGMMV: *'Freedom! Do or Die' 'Dickie A Cumming' (the original; not the visual novel) 'Someone Cloned The President' 'Pension Day'.* Dude! I am totally a fan and subscriber of your channel but please..... It is not fair to brand something 'crap' without backing it up with an explanation! Like... I think Unity is crap. Why? I just do.
Duke Nukem had a utility for creating custom levels called BUILD that was fun and easy to use... too bad game development is not done as simply as that and probably never will be.
I've used GameSalad for many years. It can't create builds for PC, it hasn't been supported that well. 2d games only. It's comparatively easy to learn, but I do not recommend it.
UE4 Blueprints have best potential. Nowadays even AAA titles are mostly made with Blueprints. If you're new to game development, dive into UE4, you'll never regret.
For a new person I don't suggest it. I tried it and followed tutorial after tutorial and I could not get a grasp on it. That's just my experience. Some people may find UE4 really easy to work with
@@nicholasjackson8709 you shouldn't start from any 3rd party tutorials. The only choice for the beginner is official Unreal channel, check their playlists on blueprints. Everything else is totally wrong place to start (udemy, lynda, etc. - all crap)
I've taken a few of them and I thought they were pretty good. I agree that most of them suck. And it's difficult to find an instructor that can speak clear english. But I have a couple gems
I think because I've learned how to code first, when I tried using a visual editor, I felt so redundant seeing is the same thing as coding. Since then, every time someone says that is "codeless" makes me cringe. lol
When using visual scripting, you actually need to know the basics of programming, otherwise, it also is slightly difficult for those who have no knowledge about programming.
Links:
www.gamefromscratch.com/post/2019/05/28/CodelessVisualScriptingPoweredGameEngines.aspx
www.gamefromscratch.com/post/2014/09/16/GameFromScratch-Guide-to-Getting-Kids-Started-in-Game-Development.aspx
Not 8 or 9 5 or 6 maybe even 4 or 5 you are so wrong about children.
I started coding when I was 9, and I can say 100% that scratch is amazing for beginners and children.
agreed😃
@@aamusic2023 😅😅😅
as an artist that struggles to keep awake to the subject to coding and that wants to rough out a game concept so i could pay someone else to code the game based on that original concept, having something visual is crucial since i am a visual learner and I really want to make a particular game.
What She said. ^^^^^^^ Exactly.
some people, like yours truly, it's more visual and having these codeless options make easier to understand the inner workings of the code, then when you need something more complex, you already grasped the basics without even knowing it
About Visual Script in Godot … Where its good is if you have traditional programmers creating custom, high level, nodes for it. For example our current project uses the Visual Scripting in Godot to create node-based dialog trees that the writers can easily use - we have nodes like "show character" and "change expression", "read lines", "offer choices" and so forth that writers can just string together - then in the backend it goes through the localization system, matches voice over audio to text, and so forth keeping that invisible to the writer.
I think there are also like 2-3 GSoC students working on improving visual script in godot right now too :-)
This. Visual scripting makes the role of "tech-artist" much easier.
Me: Dang, I wish there was an engine like scratch, since I’m familiar with it- *the clouds part as stencil descends from the heavens*
Seriously... try construct 3. I have some videos you find useful. 👍❤
@@XanderwoodGameDev Construct's free version is too limited GDevelop is better it can do almost everything Construct's premium version can do for free
@@xboydubose7254 yea I left construct because it's not free
Me two
@@thatsockspanda9073 same. i was a really frustrated at not being able to finish a small game because it needed 50+ events. But then I discovered gdevelop and it was like finding an unlimited water supply in a desert
I love the concept of visual scripting, but non of them seem to be able to make it simpler.
Well, 3D specifically. I'm a visual learner, but I fail to see how godot/unreal even makes scripting more visual besides for noodles going everywhere.
Spaghetti code has been replaced with spaghetti with boxes.
you still need logic as programmer to use Visual Scripting...like Blueprints in UE4. For me, it's pretty easy to work with Blueprints (and if there's some bottleneck you can always use C++). Mostly they do it very good in UE4 that you need just to look into Blueprints you will know what's going on. Lot's of AAA developers that work with UE4 mix Blueprints with C++, and even there are only BP games.
Try CopperCube. No coding or noodles
@@vijaytk8977 world's easiest 3D game engine!
@ "Just learn to code man" - As easy as that, huh?!
Gdevelop looks like the top of the list. For 2D, i mean.
Nah construct 3 alot better
I think it is good but the community seems small so there are not much good tutorials.
@@freakcdev there are a good amount of tutorials for Gdevelop
@@cookingwithnehaparashar did u make a game using it
its... no... small community... open source but to remove their logo you need to pay... weird visual scripting...
wow, an amazing review! unbiased but providing real feedback instead of "everything is awesome!"
This is perfect for me! I focus more on the visual side of imagination then the intimidating programming side so I'm glad that engines like these exist!
You should give construct 3 a try. I have loads of vids on how to use it if you need help getting started.
@@XanderwoodGameDev how much it cost
@@mr.nahain5948 alot:(
@@cinemalazare4850 that's why gdevelop is the goat
Media Modecule's Dreams is a game currently in early access, exclusive to PS4, and it's one of the easiest to learn visual game engines out there. There's node-based editing and pseudo coding, all through visuals. It is capable of very advanced logic systems and it even has a digital audio workstation. It's a 3D modeller, a music DAW, a CG film creator, and a game engine all in one. Capable of 3D and 2D.
You cannot export games. The create mode is more of a tool for people who are newer to coding and want to dive into practicing the logic without the coding languages, or it can be used as a notebook to prototype ideas quickly. Local multiplayer is supported for playing stuff, but online multiplayer and local/online coop create is planned for the future, but not guaranteed. You can play other peoples' published creations and you can even supply others with or use other people's assets to make your own projects. You are not required to make anything, you could potentially just play other people's stuff and/or never publish your own works. The game has an interesting art style, given that everything is made with particle effects.
If you would like to learn more, check out the Dreams video on Ceave Gaming's RUclips channel.
Dreams is not a game engine. If you cant export stand alone games out of it then its not an engine its a game, you are required to have the game to play those games so what you are doing is creating "levels" for it, not games. Not saying Dreams isnt great and all but its not a game engine. Its a PS4 game with a very nice level editor.
@@sopothetocho I'm still calling it a game engine.
@Jy’Mere Williams I disagree, still. Dreams is very similar to programming. It is much closer to a game engine than a level editor, despite the inability to ship games. If I took UE4 and disabled the ability to publish games, it would still function as a game engine, just one I can't sell games with.
@@sopothetocho Dreams is definitely a engine some stuff made on there, is more impressive and took less time than these other engines and it was made from scratch.
"just type some numbers lol"
- some programmer probably -
Me
lol
15:45 typo in the script? :)
Gamefactory, Klik&Create and click and play are predecessors to Click Team Fusion and they represented the best years my teen-hood, and I did have a lot of fun with Construct 2.0 a couple of years ago as it follows the exact samelogic, but honestly don't know the difference between it and version 3.0, Stencyle&GDevelop are on my todo list, thanks for the amazing content and keep up the good work.
I use construct 3. I love it ❤
I love Pixel Game Maker MV and have used it to make 'Dickie A Cumming', 'Pension Day' and 'Someone Cloned The President' - all available on Steam. I have tried most of the engines you mentioned and this one is the only one I have been able to get to grips with so far. Despite trying to work through tutorials for Clickteam Fusion 2.5, I just find it confusing. The same goes for Gamemaker Studio. It is very odd but it's like PGM MV was made just for me!
Man, you are a legend!!!!
Please, keep the content coming 😀
I liked construct 2 but making it browser based ruins it for me.
Using godot to start learning code but ill try GDevelop to fall back a bit. (Prototype maybe?
@@isaacsilverstein185 i hated it. Nothing like construct.
@@isaacsilverstein185 Open source is never a bad thing! I love the concept of opensource! Especially when we can contribute ourself.
I just didn't like GDevelop and Construct 3 is now a web app which just feels wrong to create with. Cant really tell why.
I love Godot though but i feel like i don't learn anything following tutorials and am pretty sure if i needed to start from scratch i just couldn't.
With constuct 2 i could do anything with ease. GDevelop is to cluttered and unstructured for me. It is also way to specialized on some of the (i dont know the term GDevelop uses) modules.
@@isaacsilverstein185 I don't really code and Godot has allot of tutorials and such. I just started learning GDscript to get a basis.
Also, i don't really what i saw in appgamekit Studio.
They just added a viewport? So you didn't have one before? The scripting finally gets documentation, which Godot has allot more of and really in depth.
Ill be sticking with Godot and try to make somethings in the summer, ill go for more advanced stuff once i get more serious.
Problem with Construct is its kinda expensive and has a very few options. GDevelop is free. Godot wouldnt be bad if there wss no grey screen
GDevelop is a 2d game engine
One word "GDevelop".
4
@the golden doomslayer haha lol
i use GDevelop 5
Gdev ain’t that good
@@VikingShip-lw4oo Yea but it's *F R E E*
I actually learned to program using Blueprints. And at one point I found c# harder than blueprints. I think they are one of the best ways to learn coding.
I learned to program about 15 years ago in PHP lol. Back when there was very minimal learning resources. Then got into Javascript a bit. Been tinkering with python for about a year now. Made a few projects with python. it's pretty fun. Would like to get back into Javascript. Most people don't care to download games anymore unless you're able to put it on steam, it's a large triple A game, orrr unless it's a web based game made in Javascript.
@@anony88 feel sorry for you PHP is horrible language and javascript just teaches bad habits (no type system). Python is a nice language though when you get your head around white space.
GDevelop is the best one at least that I've found. It's like Construct 3 but almost everything Construct can do GDevelop can do for free.
lol no Construct 3 is far superior.
Have you seen Platform Builder Pro (PC) on Steam? There is no easier way to create quality platform or overworld games. You can do drag-and-drop but it also has a very easy scripting language. Very underrated little game engine.
I really liked Construct 2, it was amazing and easy to use (this is coming from a full time c#dev who has written tons of software including games), but cant really afford Construct 3's subscription model
I love construct 3. I use it all the time.
It only expensive
Blueprint almost have the same performance as C++ in Unreal Engine 5
which is really insane how they get the performance
I second "001 Game Creator" is a good one :)
The assets made me go look over the fence from unity to unreal. Blueprints made me step over and try. And now blueprints made me learn (some) c++. The visual scripting is nice for small things but its so hard to get a good view of it compared to code. Its a good entry point but its worth learning to code properly. Tbh, i think u pretty much need some programming experience to use the visual ones properly.
Maybe the logical nodes of upbge can also be counted. For amateur gamers, it is easy to understand and simple. It is considered that I prefer logical nodes to armory nodes.
Visual Scripting for Unity has been pushed back to 2020. Thank god for Bolt.
Have you used bolt? If so how is it?
@@vigneshs2886 More simple to use than PlayMaker, more easy to make complex things
@@vigneshs2886 It's very good. Try to pick it use when it's on special...
That's what I did.
I don't like visual scripting (except for shader writing). It's one of the main reasons I have difficulty using Unreal, I find it very frustrating and and never feel like I'm actually making something my self from scratch.
Well, you are but it is way easier and faster than coding.
I made a few small small games with Construct 2 and it felt rewarding since coding is hard for me to learn. But i still made a game!
Cool list, which is better Bolt or Playmaker or Wait for Unity's Visual scripting?
I can't wait for the era/time that people will create game engines only with visual scripting and people will start make thousands of games without knowing a single programming language!!!
Which 0ne is the best game program should I choose🤔
"Action and behavior sheet generating code in Godot" would be the best option for me :)
Scratch is hilarious, i cant imagine a 30 yr old man using it
If they're actually learning programming from scratch. get it? heh
the latest version, called "snap" has quite a few advanced concepts however, all the while maintaining the whole "for kids" look and feel: first class functions, continuation passing, multithreading, various other functional-programming inspired stuff, recursions etc.
Reading the reference manual feels like having a kids playground built on a minefield.
Oh, you would be surprised...
@@imaginaoRUclipssoquecomarrobas Do you use it? And do you like it?
@ I am starting to use it again, since the last time I used it was when I was younger. I haven't made much on it yet, but I am learning how to use it (not the part of the functions of the blocks, but the part of building the elements I need to create a game). One of the things I most like about it is the community aspect. People tend to be welcoming and their projects can get really creative. It's also self-contained (no official Discord server and stuff like that), which is good for kids, and they already offer a discussion forum. As to the age, I'm not in the 30-year-old mark myself, but I believe there are people on the community who have that age range.
Construct is perfect for non coders because it is coding and it’s not a drag and drop lay out I’ve been using it for a few weeks and I love it.
I do like Game maker studio 2 since I do use the DND system and its better for me to prosses the code for now but eventually I will move on to code. The only downside is it does gets laggy when you have a bunch of blocks on a single object open all you really have to do is minimize but it can only handle so much blocks if you need to make a custom wave set.
Game Maker 2's drag and drop is actually more efficient than GML last I checked. For me personally it's the only visual coding program that I could actually grasp.
we can say, Unity and Unreal are the beast of Game Engines,
CryEngine has also some really High Quality Optimized rendering system,
But it has no many fans
Honestly the blueprints in ue4 are way easier to get a grasp on but I do want to learn how to make a game by just code
I used the drag and drop in gamemaker years ago. I managed a spaceship shooter, so it wasn't so bad.
Do you have a review of the adventure makers?
Could you list the adventure game engines (links)?
Thanks
out of those options scratch is the only thing that doesn't need a programming language it uses blocks
Armory 3d devs have talked about incorporating Blender's EEVEE rendering engine. I think this may be the reason they're going quiet for now; EEVEE, itself, is not a game engine, so it's likely they're doing a lot of under the hood work, if that's the case.
This guy: scratch is basic
Griffpatch: Are you challenging me?
written or visual, theres no way around having to learn the basic logic, math and methodologies used in programming.
also visual scripting systems usually are not mergeable by version control software, so if you are working with other people or you just have your projects in a vcs repository, you are pretty much screwed
thats one of the main reasons big studios that use unreal engine 4 only use blueprints as data containers
It's partially true. The big developers mostly use C++ to create classes like Player Controller, Characters, Custom movement components, pawns and put other logic in Blueprints or when they need to scale up something they code it with C++. Their designers use Blueprints a lot with minimal programmer support. But it depends, some developers use mostly C++. Big teams use Blueprints a lot because they need to collaborate with non-programmers in team, like designers, artists etc.
You had Lumberyard on your first slide but no Lumberyard in video? Not that I care about Lumberyard, but do they have visual scripting too?
Yeah and yeah. Then I missed them ;)
fair enough
I wish python got more love when it comes to gaming. It's just a really simple language. Not sure if it's possible but it would be cool to program games in unreal engine using python.
It's not possible. The old Civilization games were created with python. I dabbled with it a little bit, but the language isn't really strong enough for games.
@@nicholasjackson8709 I'm just saying it can be strong enough. There's been python packages built on top of C to speed up the computation. There should be a python package to easily utilize all cpu cores/multithreading built on top of c++ that adds functionality to python to make it strong enough.
theres also a library for python called pygame, its really good and it is based on the excellent SDL library :)
@@randominternetuser5123 yeah I've actually used pygame before. Not a fan of it.. It's not a powerful game engine
I have been working at this for a while, actually. There are some things that are frustrating in python that need to be worked around performance-wise (the GIL, the expensive cost of function calls, and lack of a cache-efficient object and data-structure model). That being said, I have had some success working around this using cython and exposing game engine internals using "handles".
Hi Mike, do you know of any no code game engines in which you can create old school 2D dungeon crawl games like Wizardry? I've seen engines do 2D Platform and Top Down shooters (ie. Gauntlet), but not the Dungeon Crawl type.
I wish there was a one like scratch but for older people
As an extremely visual learner, I can *Not* program with text, I need to use blocks
I want to make a simple beat em up with hand drawn sprites, my coding experience is minimal high school html tier.
What do you recommend?
If you just want to get something done quickly unreal would be good with blueprints. Though if you want something more optimized more unity would be the best, though unity is harder to learn I believe.
@@SuperBoo aren't unity games infamous for how horribly optimized they are?
GamefromScratch which 3d game engine is described as one of the best?
My choice is Unity + Playmaker. I love it. By the way, one hidden, but big advantage of Playmaker is that, there is no compile time. If I change something in C# , I have to wait 35 second for compilation to end, if I change something in playmaker and can hit play button and test it right away. Compilation time, not only wastes shit town of time, it gets you out of the flow. I simply couldn't build ambitious projects in reasonable amount time as solo developer if I had to do it using C#.
35 seconds to compile? On Unity's fast JIT compiler?
I'm not sure. The one that is enabled by default in Unity 2018.3. Also my project uses a lot of third party plugins.
Hi Mike, when you spoke about Pixel Game Maker, I agree it's very confusing to use, can do the tutorials, but where would that leave a person confused by the process. Godot is free and can do a lot, but suffers from bad / out of date documentation making it very hard to learn for those new to coding or the Godot Game engine. Still looking for something that I can use.
Which visual scripting is the easiest to learn? I want to make game prototypes or very small and simple games. I do not know any programming languages.
Gdevelop basically has no coding at all
@@pug6871 Thanks a lot.
@@qrdebele632 np
Thank god these exist. I just wanna make funny haha video game not learn rocket science
UPBGE! how can you mention scratch and not updated blender game engine!
I think game maker studio 2 DND is the best in 2d games. thanks for the video by anyway.
It doesn’t matter if it’s visual or not, if your learning a game engine you have to learn it’s API or you can’t make anything at all with it and when an API can run into hundreds or thousands of functions, you can see why people spend years trying to make something professional
Yeah for me the biggest challenge with programming is just how to say exactly what you want... Why it's one thing instead of another. It's probably made more confusing by people who code thinking their method is the only way.
i love game maker studio. back in 2006 or 2007 version awsome tool.to create 2.5D games it was amazing back then but now its UI becomes to imitating. but yeah it still a mainstream product
I use Scratch to make my games, but I am trying to make a 3D game. Unfortunately, Scratch doesn't have a 3D editor. So I am trying to find another engine to make 12 Rooms of Doom 4
Godot’s vs is so much harder than gs. It’s kinda hilarious sometimes.
Yep 👍 agreed. I tried construct 3 and never looked back. I now make tutorials on it, that's how user friendly it is.
There's a huge difference between RPGMaker and PixelMaker, I see. Going to be quite the transition.
1-GDevelop
2-Godot
3-Armory
The huge problem with codeless game engines is that they always have that premium price tag because you’re paying for the convenience of the engine.
gdevelop and a few others are free.
@@TravisBerthelot plz name others
@@nimzsakrajz6101 ruclips.net/user/gamefromscratch has a video covering the low code no code game engines.
For making pixel art horror game which game engine better?
I've never tried to make one of those but if you're talking about 2D I recommend GDevelop (which is what I use for 2D) or Construct if you don't care about the price that much
Man I'm just waiting for game engines for programmers - with little need to make graphics and art
Code-based approach to making art assets? ;)
I mean procedural generation has saved me a ton of time. I made a little city with random building and roads with just a handful of assets. Try that.
Bruh! Ur a GOD
High praise.. I use the construct 3 game engine. 👍❤
@@XanderwoodGameDev is that a codeless engine?
@@vijaytk8977 yeah, I have some videos on it. It's a totally game changer
@@XanderwoodGameDev I will look into it. Thanks
this video was very helpful thanks thanks thanks
1:45 and Blend4web
Yeah thats the one.
Now talk about the visualess ones like sdl
build box feels like a scam to me, anyone had good experiences with it?
Read the buildbox forums. Everyone is looking for documentation and tutorials for BB3. I have used it. Windows export is garbage. Tested exporting a template and it was pushing 15 fps.
It's fun to play around with, and if you are good with Java it could work for you.
The BB support team was stellar in my experience. I would wait another six months until proper documentationand tutorials are available from the BB team.
yeah, it really does seem like it. It seems to be so high level that you can't make anything new/innovative with it effectively making your game fail
Nope.
Also you are stuck with .OBJ for imports. If you want to animate, you have to export your render in frames and the create the animation inside BB. So you better hope you do not want to change your camera angle or you will have to re-render all your animations. lol
It's not, it's actually incredibly powerful and the only limitation is the pricing.
Last version (very limited, no logic acces or coding) was good enough to make 8/10 games you see in the App Store and Google Play Top 10 games. It was used for games like Color Switch, casual mobile games.
Now, after a wait of over 2 years we got the update that introduces 3D and coding possibility as well. How it works?
Tier 1, inspector editing and template combining, tier 2 node based, visual scripting, tier 3 full blown Java coding. Basically you drag an asset and select on of 4 types object, player, action etc (can't really remember the exact same names but drag and drop what you want it to be), you click it one's you can edit the inspector, click it again you go to node based, click any node and you can access it's code.
After the update from 23 may, you can make any type of mobile game and honestly indie game as well. There hasn't been any AAA game done with it since it's new and wasn't focused or pushed for the heavy gaming market.
But now all the limitations are on the user's side. It also solved a big problem with the pricing, used to be like 12K a year and went on to be like 399 per year which honestly, it's selling you a blueprint for making as many mobile games as you want > directly transferred into a profitable business model for a start up.
Sorry if I sound like a salesman, I am really not, I just am amazed but how much this software wasn't taken into consideration for the fact that it looked to good to be true, and now, now it actually is good.
Game salad had such promis but development was way too slow and they increased the price way before it was feature complete enough to be really useful. They promised some features for years that never came while charging subscription fees to people waiting for those features. Each time promising next month or 2 weeks of waiting.
The problem with visual scripting is that they're often slow, clunky and I personally find them harder than programming.
The thing about visual scripting, in my case at least, is that it helps me actually see what I am doing as opposed to a wall of text. I tried learning Python (since I was told it was the easiest to learn) and I just couldn't understand what I was doing. I was following tutorials and such and achieving results. But in the end I was merely following instructions. If you asked me about what it all meant I couldn't tell you. Nor remember how to do it again by myself.
I know right? The irony is that I would rather make a C# script and be done with it, than see all these blocks and figure out how they go together. Code is code. Write it, and it works. Fast and easy.
@@victorsarkisov63 True, but that only works if you understand coding in the first place. As an artist I can visualize characters and scenes quite easily, but when I look at code I feel like I'm looking at a computer screens in the Matrix movies.
i use Scratch and Unity all the time
I can tell that that Scratch example script image is from 1.x.
"lego block approach"
Lumberyard?
I self-learned programming C# and C++ and someone told me to try UnrealEngine4's blueprint system. For super simple tasks, sure, why not. Otherwise it is terrible for complex interactions.
I tried Unity's bolt and was sorely disappointed. It is so inefficient and the insane amount of troubleshooting needed to get things to work is just crazy! Apart from selling to newbies "Hey you don't need to code to make games" (which is wrong), there is no real future for this.
Also: CraftStudio! (probably the easiest / scratch style VS)
I like the visual scripting on CraftStudio. It should be in this video.
I wish Construct could be fully free... Its literally the only one i actually was able to understand and use! I tried Gdevelop but its not really the same like Construct and i wasent able too make anything...
Unity?
Construct 3 is my choice ❤👍
What about lumberyard
i want to learn these engines, but i dont think it would help me in my future career...
It can if you work for yourself like Scott Cawthon
Really!i can make games in unreal engine 4 without coding?
There should be a scratch Addons with 3D in mind
I totally disagree that 'PIXEL GAME MAKER MV' is crap! What are you on?! Here is a short list of games (on Steam) made in PGMMV:
*'Freedom! Do or Die'
'Dickie A Cumming' (the original; not the visual novel)
'Someone Cloned The President'
'Pension Day'.*
Dude! I am totally a fan and subscriber of your channel but please..... It is not fair to brand something 'crap' without backing it up with an explanation! Like... I think Unity is crap. Why? I just do.
Duke Nukem had a utility for creating custom levels called BUILD that was fun and easy to use... too bad game development is not done as simply as that and probably never will be.
Would love to see Doom's SnapMap System expanded into an engine
did they have any game engines in the 1990s
I've used GameSalad for many years. It can't create builds for PC, it hasn't been supported that well. 2d games only. It's comparatively easy to learn, but I do not recommend it.
Can anyone tell me what game engine was used to make rocket royale
Unity probably, seeing the default assets are from unity
I wanna make 2D game with free engine , wht should i use 😵😵😵
@Xispito Games he said free engine
@Xispito Games oh sorry I though you meant the 2D Buildbox sorry my bad
@Xispito Games ok then *kill me from the awkwardness*
@Xispito Games whats that
Or scratch
GameGuru is another one.
UE4 Blueprints have best potential. Nowadays even AAA titles are mostly made with Blueprints.
If you're new to game development, dive into UE4, you'll never regret.
For a new person I don't suggest it. I tried it and followed tutorial after tutorial and I could not get a grasp on it. That's just my experience. Some people may find UE4 really easy to work with
@@nicholasjackson8709 you shouldn't start from any 3rd party tutorials. The only choice for the beginner is official Unreal channel, check their playlists on blueprints. Everything else is totally wrong place to start (udemy, lynda, etc. - all crap)
I may be checking that out. I was watching youtube and udemy tutorials. I didn't think about the unreal ones. Thank you
@@nicholasjackson8709 udemy has the worst courses ever
I've taken a few of them and I thought they were pretty good. I agree that most of them suck. And it's difficult to find an instructor that can speak clear english. But I have a couple gems
6:19 uuuuuueeeelryy
Could you please do the opposite of this next?
I think because I've learned how to code first, when I tried using a visual editor, I felt so redundant seeing is the same thing as coding.
Since then, every time someone says that is "codeless" makes me cringe. lol
Exactly
When using visual scripting, you actually need to know the basics of programming, otherwise, it also is slightly difficult for those who have no knowledge about programming.
I see no ClickTeam Fusion mention here, which is compreensive, after all, ClickTeam has killed its creation (just not support)
Gdevelp is awesome!!!
I'm a massive fan of construct 3. I make all manner of 2d games very quickly with it. ❤👍
Where Pocket Code