Tierlisting the BEST (and worst) GAME ENGINES

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  • Опубликовано: 7 июн 2024
  • Aspiring devs often ask us "What game engine should I make my aweseome game in". This is a very in-depth question, that can impact the coming months of a developer. Which is why we're going to put them all in a tierlist and grossly simplify their up- and downsides.
    Get me to coach your game & gamedev career: calendly.com/bitemegames/game...
    Timestamps:
    00:00 Intro
    01:20 Unity
    05:28 RPG Maker
    08:14 Godot
    10:52 Game Maker Studio
    14:55 Unreal
    19:16 Construct 3
    21:35 Own Engine
    24:08 Boardgames
    26:45 CryEngine
    29:37 Phaser
    32:05 Wrapup
    32:46 Closing
    ---
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Комментарии • 631

  • @bitemegames
    @bitemegames  8 месяцев назад +457

    UPDATE to the UPDATE:
    Unity has backpedalled really hard, and actually made things better in certain cases. Yet they have still shattered a lot of trust in the Engine. I think at this point it's definitely a B instead of an A.
    Why Unity isn't pure evil anymore (but not amazing either):
    ruclips.net/video/_1F_vc2W_kc/видео.html
    UPDATE (outdated):
    So, Unity has been doing some weird moves lately, and I cannot in good faith standby the decision anymore to give it an A, it has shifted more to a B or even C with latest events.
    If you want console support, go for Unreal, if you want something a little easier, aimed at PC/Mobile, Godot is the way to go.
    Why no more Unity?
    ruclips.net/video/4AvPhoU9rGA/видео.html

    • @Pro-xm8jb
      @Pro-xm8jb 8 месяцев назад +5

      Agree

    • @DevinBidwell
      @DevinBidwell 8 месяцев назад +33

      Daaaaaaaaaang I was just about to comment and say "This video didn't age well". But I'm glad you said this :D

    • @tomkeegasi
      @tomkeegasi 8 месяцев назад +2

      Thank you for putting that update out ❤

    • @stupidburp
      @stupidburp 8 месяцев назад +41

      Unity is F tier. Usability is irrelevant if you are bankrupted by arbitrary changes in licensing terms even after the sales of your completed projects.

    • @content8420
      @content8420 8 месяцев назад +3

      Switching go Unreal engine 5😢

  • @akselst
    @akselst 8 месяцев назад +867

    "Unity for life" ... Ooof. That one didn't age too well.

    • @nikolin2162
      @nikolin2162 8 месяцев назад +56

      yeah..
      on the positive note though< many game developers will switch to unreal or godot or other game engine, literally anything else is way better than unity, which is a big shame, i enjoyed using unity ,

    • @akselst
      @akselst 8 месяцев назад

      True. I feel for Unity developers. But people switching to Godot or fairer companies, are for the better for the industry in the long term. @@nikolin2162

    • @MangaGamify
      @MangaGamify 8 месяцев назад +9

      Life of a fly that is

    • @user-jb3tl4ij9s
      @user-jb3tl4ij9s 8 месяцев назад

      @@nikolin2162already making the switch to unreal , no forced splash screen , don’t want 0.2 cents every download even if the game is free , 1 million dollar threshold before a %5 fee

    • @AkiRa22084
      @AkiRa22084 8 месяцев назад +10

      They undid everything, so it did age well now.

  • @beanny39
    @beanny39 Год назад +356

    I remember using Game Maker in high school. I had no idea it was used to make Hotline Miami.

    • @bonehelm
      @bonehelm 10 месяцев назад +43

      There's lots of million dollar games made with game maker. Hotline Miami, Hyperlight Drifter, Katana Zero, Forager. Many more.

    • @orkagan
      @orkagan 8 месяцев назад +56

      also a little game called UNDERTALE

    • @FF18Cloud
      @FF18Cloud 8 месяцев назад +4

      Cactus is a weird guy, before hotline Miami, dude made like, a bunch of weird ass games and a music video game, not a rhythm game, more like a straight up music video but it's a video game

    • @alexiosmonary3388
      @alexiosmonary3388 7 месяцев назад +3

      @@FF18Cloud kind of inspiring, that you can make batshit insanity but eventually find a rythm that kicks ass and before you know it. you're game skyrockets allowing you to shine in more ways than one, its like the dream of an indie game dev

    • @astrahcat1212
      @astrahcat1212 5 месяцев назад

      Well...to be honest with you, Hotline Miami does definitely look like a Game Maker type of game.

  • @matejunkie
    @matejunkie Год назад +229

    my first game engine was powerpoint 😅 made some point and click adventures during class.

    • @aett
      @aett 4 месяца назад +1

      Similarly, my first game engine was Hypercard on the late '80s/early '90s black-and-white Macs. My friends and I would make point-and-click games with them that would quickly fill up the computers' tiny HDD.

    • @soulstenance
      @soulstenance 4 месяца назад +6

      Haha, same. I actually made a full "operating system" in Powerpoint, though it was really just a series of fancy links made to look like an OS, lol.

    • @Yodalemos
      @Yodalemos 3 месяца назад +3

      Haha, I did the same with a website builder. Forgot what it was called though.

    • @basicfrogginhuman6023
      @basicfrogginhuman6023 3 месяца назад +2

      HAHAHA SAME!!!

    • @paipai762
      @paipai762 3 месяца назад +1

      You just unlocked a memory for me that I had completely forgotten.. must be like 15 years ago o.o

  • @amirnathoo4600
    @amirnathoo4600 8 месяцев назад +52

    GD Script is not based on Go, but Python I believe

    • @jerrypie2792
      @jerrypie2792 5 месяцев назад +1

      GDscript is not based on Python.

    • @amirnathoo4600
      @amirnathoo4600 5 месяцев назад +7

      You are correct. But it shares similarities in syntax with Python which makes it easier to learn for people who already know Python.

    • @MrOuttheir
      @MrOuttheir 4 месяца назад

      Thats completely false, the actual documents for gdscript say its based on python. @@jerrypie2792

    • @hundvd_7
      @hundvd_7 3 месяца назад

      @@jerrypie2792 GDScript uses 90% the same syntax as Python

  • @FerbelDnB
    @FerbelDnB Год назад +71

    Interesting to include board games, I think nowadays a lot of people forget about them and it actually could give you a lot of new perspectives you can utilize in the game making process. Good watch guys! :))

    • @adventuretuna
      @adventuretuna 10 месяцев назад +3

      It's often forgotten because it's harder to sell physical things because of manufacturing and shipping costs.

    • @MangaGamify
      @MangaGamify 8 месяцев назад

      I once watched something about board games and I read a comment about the pros and cons of them, I forgot everything except him saying can easily be stolen(the smaller parts) and broken(the flimsy parts )

  • @billrazor6591
    @billrazor6591 Год назад +81

    GDevelop 5 is a good option for beginners. It's a no-code game engine, basically a free alternative to Construct. Pretty good for fast prototyping as well.

    • @TravisBerthelot
      @TravisBerthelot 9 месяцев назад +1

      I think it is the best for all game developers regardless of skill level.

    • @billrazor6591
      @billrazor6591 9 месяцев назад +1

      @@TravisBerthelot Yeah, the more I use it, the better it looks. Gdevelop is also a perfect choice for game jams.

    • @Plleyymo
      @Plleyymo 5 месяцев назад +1

      I made my first game on GDevelop!
      it is great to get started! Not overwhelming and you can still make some pretty nice games. Though it's specifically only 2D but totally worth it.

    • @billrazor6591
      @billrazor6591 5 месяцев назад +1

      @@Plleyymo They actually added 3d support to the engine in recent updates. It's a bit basic as of now, but it is possible to make a classic doom clone or a simple 3d racing game with it.

    • @bakar72hwhwi
      @bakar72hwhwi 4 месяца назад

      ​@@billrazor6591i use this for android mobile gdevelop engine i am a 15 year old boy from india 🇮🇳 please reply

  • @MeowMixKix
    @MeowMixKix 5 месяцев назад +36

    The only point I disagree with heavily is GameMaker. As someone that has published games on Unity, GMS, and even GameSalad when I was starting out. When it comes to 2D games Gamemaker is the king of 2D. It has come a long way, is extremely powerful, and very flexible if you learn their GML language. Which is you know Python you pretty much know GML. I primarily use Unity because you can learn one engine and create anything from simple 2D up to complex 3D games, but if I was a 2D dev, I would stick with GameMaker. Everything you need is all provided and simple to use. You can create your sprites etc in engine when creating your objects if you want. You can do pretty much anything you want as long as its 2D. The only thing UE and Unity have over it is the ability to work up to 3D. A big thing for me when working with an engine is the ability to understand it and its organization. Gamemaker along with Unity are both very similar in organization and its a lot easier to understand how things work. Unreal always feels far more complicated for even the simplest task. As for GM visual editor, its far more complex than he is saying here. Maybe he is confusing GameMaker with GameSalad or a very old version of GM... idk. GMS2 change GM a lot and it has a lot of experienced 2D studios using it and very successfully.
    Another Engine not mentioned here that is big behind the scenes with corporations etc and great for mobile games is GDevelope. It is starting to gain a lot of traction and looks to be a great starting point for people that aren't great with programming.

    • @TheRealCzechmark
      @TheRealCzechmark 5 месяцев назад +5

      I believe if you learn Game maker for 2D and Unreal for 3D. You will be in the best of both worlds. Unity is kind of a Swiss army knife right now. Jack of all trades, master of none.

    • @marciomageskimarques6235
      @marciomageskimarques6235 4 месяца назад

      I agree. I have been using Unity and GameMaker for several years. GameMaker has a 2D game development focus and I consider one of the best choice for it. GameMaker have GML, besides Drag n Drop (I never used), a script based programming language spetialysed in game development, with several features for create any type of 2D games from simple to complex and continues evolving considerably. Some information of this video are outdated about GameMaker. For example, the images of the engine belongs older versions and informantions about licences are not the same of the official website. I recomend check out official website, the roadmap and showcase. Despite GameMaker informantions, I liked the video. Congrats.

    • @askeladden450
      @askeladden450 3 месяца назад +4

      ​@@TheRealCzechmarkimo, gamemaker just cant be compared with unity or godot in 2d. While its a lot easier to get started in it, it just cant match the versatility that unity and godot offer. They have better scripting, 2d lighting, shader and material system, particle system, plugins etc. It also doesnt have anything comparable to Unity DOTS or Godot C++, without which you cant create big simulations or rts games etc.

    • @TheRealCzechmark
      @TheRealCzechmark 3 месяца назад +3

      @@askeladden450 I understand that. But I feel better isn't always better. I have used Unity and Gamemaker for the last 6 mths to see what they are both like. Yes Unity offers better particle system, but will take you a lot longer to learn. And do you really need it for a 2D game.
      If you want a realistic 2.5D game. Unreal is better than Godot and Unity. If you want a flat 2D game (Undertale, Pizza Tower, Hotline Miami) you will do it faster in Gamemaker than Unity.
      Also Gamemaker is easier to organize all the code and assets than Unity with our plugins

  • @jmhimara
    @jmhimara 8 месяцев назад +58

    I believe with Gamemaker Studio, you don't have to pay indefinitely. You just have to pay once to export the game into a Desktop format, then you can safely unsubscribe from the software.

    • @larslenk9404
      @larslenk9404 7 месяцев назад

      Really ? Oo'

    • @saparapatepete
      @saparapatepete 7 месяцев назад

      There's also a free version. You can program and make as much as you want but only lets you export into Gx games with that one.

    • @Pix256
      @Pix256 6 месяцев назад +1

      Game maker is pretty cheap. I have worked in commercial hits and team only had to paid $1000 per game pretty much. Extremely cheap, a rev share of 5% would had been like 50x times expensier

    • @shapeshifter8986
      @shapeshifter8986 4 месяца назад

      and to fix some bug you subscribe again?

    • @craigdavidson5613
      @craigdavidson5613 3 месяца назад +1

      Actually, they changed a few things recently. You now just have to pay a set fee to gain access to selling your games. The subscription only now applies if you want to distribute on game consoles. But that really doesn’t matter for me, given the decline of official gaming consoles in recent times.

  • @danielmejia5879
    @danielmejia5879 Год назад +31

    There is also Unigine, O3DE, and Several frameworks that would allow to make a custom engine "easier" like Ogre and Raylib.

    • @LordBeef
      @LordBeef 8 месяцев назад +2

      And my good friend Flax

    • @austindolan3142
      @austindolan3142 4 месяца назад +1

      Raylib is probably the best C library to ever exist for game devs

  • @balohna
    @balohna 7 месяцев назад +34

    I moved from Unity and Unreal to GameMaker because I liked the simplicity. You can do quite a lot with it as long as you understand the limitations. It's fun to use, which was the most important thing for me. I write code in it, not the drag and drop system.

    • @ruud9761
      @ruud9761 6 месяцев назад +5

      It's also free to download now, and the commercial is a one time 100 dollar, exporting to console is rather expensive though with an 800 yearly though.

    • @cibularas3485
      @cibularas3485 3 месяца назад

      Why move from Ferarri to Dacia Sandero

  • @countotuscany7061
    @countotuscany7061 Год назад +85

    Sweet video! I think you guys got an unfortunate impression of Gamemaker Studio. I've been using it for a while, and I've never actually used the drag and drop. If you wanna make a 2D game it's really amazing. GM Language is very well designed (feels like something between Python and C). There is a lot more value there than just a stepping stone

    • @Oomgh
      @Oomgh 8 месяцев назад +4

      I completely agree! I've been using it for a while and moved in to coding everything there pretty quickly. I feel like you can code anything you need in the game. for a 2D game, it's great!!

    • @misterr3083
      @misterr3083 7 месяцев назад +8

      @@Oomgh Yeah disappointing review of Gamemaker. I love it. Also super successful games made with it. It certainly isn’t a “learning tool”

    • @froggin-zp4nr
      @froggin-zp4nr 7 месяцев назад

      Especially with so many indie devs that made use of it for successful hits like hotline miami and hyperlight drifter. The GML is fairly capable, not as much as contemporaries like Unity but the learning curve is much smaller for producing an end product without massive scope

    • @xakorik4832
      @xakorik4832 4 месяца назад

      Most of my experience with it is with the old version before they had studio

  • @bonehelm
    @bonehelm 10 месяцев назад +15

    Did you guys do an ounce of research? Vampire Survivors, game of the year, 10s of millions of dollars in the solo devs pocket, was made in Phaser.

  • @cheapdutch4175
    @cheapdutch4175 10 месяцев назад +12

    the original version of Vampire Survivors was made with Phaser :)

  • @izumizuhasanana
    @izumizuhasanana Год назад +32

    I think putting Construct 3 in F tier is massively unfair. The engine is super easy to use and very easy to understand. It just works and doesn't overwhelm you. I would highly recommend Construct 3 for any beginner. Yes the monthly fee could be too much for some but it is totally worth it for it's ease of use.

    • @bitemegames
      @bitemegames  Год назад +5

      We don't really have experience with it but it is hard to recommend it to anyone over some free alternatives in my opinion. F tier may indeed not be where it belongs however. Thanks for giving your opinion! -T

    • @melomaniakjm
      @melomaniakjm 7 месяцев назад +4

      C3 and GM should be in same tier.

    • @SpikeStudio
      @SpikeStudio 4 месяца назад +4

      seeing it in F tier was wild to me, the ability to rapidly make polished games is worth the subscription to me

  • @bonehelm
    @bonehelm 10 месяцев назад +6

    You guys are sleeping on game maker. Has much more market share than Godot. Also has a ton of million dollar games published in it.

    • @cibularas3485
      @cibularas3485 3 месяца назад

      Godot is trash and Unreal is too hard to learn

  • @DirtyCurti
    @DirtyCurti 7 месяцев назад +18

    Construct 3 should be way higher. Construct 3 is so good and simple for beginners. You can literally make a functioning platformer in a few clicks. Only issues I have found is the small community (making it hard to troubleshoot some things) and the monthly pay model. However, for it's easy functionality for people who don't know how to code, it kind of makes it worth it. At least until you learn how to code efficiently.

    • @UXSpecialist
      @UXSpecialist 5 месяцев назад +1

      The developer of this engine basically crushed my dreams. I tried years to create a professional game studio using this engine and the engine itself fell short every single time. I was even invited by Nintendo to make games for major consoles but the engine itself couldn’t handle it. When the whole community cried out for the developers to fix or change things, the developers acted very bullheadedly and refused to acknowledge the need to change. Hence the F rating. Needless to say my ladder was leaning up against the wrong wall…..

    • @UXSpecialist
      @UXSpecialist 5 месяцев назад +1

      I ran into similar issues for YEARS trying to get basic things to work on mobile. The whole thing is bug ridden, even major core features of the engine often don’t work for years at a time and the developers refuse to acknowledge it. I think the F rating is probably deserved :)

  • @FliesEyes
    @FliesEyes 2 месяца назад

    I have been looking to find how North light compares with the big 3. I read an article that they using OpenUSD as their native file format?
    Is it actually available to all or only available in their studio?

  • @DanMizu
    @DanMizu 7 месяцев назад +1

    Great video. A couple of my games are made with Phaser due to wanting to make web-based games like a virtual world, but I think its more properly labeled as a framework and not an engine. You can also use existing tools like Electron or the new Rust-based Tauri to wrap your game as its own desktop application, and distribute it that way. I believe that is what the dev(s) of Vampire Survivors did (however they re-created it in Unity for their Nintendo Switch version).
    That route is probably not recommended for someone just getting into game development, though. For them, I would really recommend Godot due to the recent pricing changes with Unity and more recently Epic's changes. Even though these pricing changes don't affect indie devs I think the openness of Godot really protects you from anything that may happen in the future- and Godot is perfectly capable of accomplishing anything a beginner could possibly want.

  • @bonehelm
    @bonehelm 10 месяцев назад +12

    This is pointless. You guys have only ever used Unity in a serious capacity. So how can you rate engines you've never used? I use Construct 3 and have never programmed it in javascript. The visual event system is sufficient. I have 2 games published on steam with Construct 3, so it can do desktop as well.

    • @Solomonwo
      @Solomonwo Месяц назад +1

      L

    • @luyolombatha414
      @luyolombatha414 13 дней назад

      What are the titles of your games. I'd like to try them

  • @TheCreativeKobold
    @TheCreativeKobold 5 месяцев назад +1

    Great video! Would love to see you do a follow up to this one, as there are a ton other engines out there. Got some comments on a couple of the entries here, based solely on my personal experiences:
    Unity: I started using Unity a year ago, and finished the small project that I had set out to make. I definitely suffered from the "multiple pipelines" problem, as not only did I not know what that meant in the first place, and then when I learned what it meant it was practically too late to change. But also stuff like how some assets in the Unity store are made for one pipeline, and some made for another, also became a problem. On top of that, the entire thing felt very feature bloated. So much stuff that I just had no need for, and I felt that I had to learn a lot of stuff just so I would know how to turn it off or avoid it, instead of actually learning how to use the engine to create the game I wanted.
    On the other hand, I did manage to create the game I wanted with it, from start to finish. But I also think I could've done it better in another engine. Personally, I actually think one of the best points about this engine is that it so very easily can export to practically any platform.
    RPG Maker: I got very far into a small project in this engine(specifically the MV version), and it's really good at doing the extremely specific thing it's made for. But as soon as you step even an inch outside of that, it's immediately terrible! My project required basically having a new screen with some simple animation appear(basically an automated pseudo battle screen), which would be incredibly easy to program in any generic engine, but it was near impossible in RPG Maker, even after finding and adding 3rd party extensions. Games like To The Moon, Omori, and Yume Nikki are made with it, but I think at least To The Moon would've probably been easier for the developers to make in something like Game Maker instead. It does one thing well, but I think a lot of developers using this engine to make anything outside of that probably did it because RPG Maker itself has been their hobby half their life. That's not a dig at those people, I really applaud that! I just think RPG Maker could almost be considered more of a specific hobby than a choice for a game engine.
    RPG Maker is to game engines what a plastic bead art plate is to a canvas: They're both used for creating art on. But while on a canvas you can draw and paint with a multitude of tools and mediums, using thousands of different techniques and styles, but the bead art plate can really only be used to place plastic beads in preset positions, you have a very limited amount of colours to choose from, and there's just a single technique. You can make some really nice things using bead art, but it's still going to be nothing but bead art.
    Game Maker: I've barely touched this one, but it seems interesting. I think they've just changed their licensing options, so you can just pay for a one time $99 license. And the free version can now export to desktop.
    Own Engine: When I first got into game development as a hobby, about 25 years ago, there really wasn't a ton of options for free(or low cost) game engines out there. So making your own engine was kinda the standard. And it's honestly not too difficult, depending on what kind of game you're going to make. Of course, if you want to make a AAA quality FPS, making a custom game engine is absolutely silly. But if you're making a 2D platformer or adventure game, or even a simple 3D game, it's actually not that hard. I made an engine where I could walk around in a 3D world with first person view when I was around 15 years old. I also made a simple 2D platformer engine for Android about ten years ago. I also started a 2D, top down, isometric action RPG/adventure engine. And I'm kind of a shit programmer. :P Building your own engine isn't only a great learning experience, but it also makes sure the engine is optimized for the game you're actually making. Most of making an engine is just making it show the stuff you want and taking input, while the rest is practically gameplay stuff, which you need to program anyway in any other engine(either through code or drag & drop). Because you never need to make an engine the likes of Unreal, Unity, or Godot, as those engines are created for developing a ton of games. So you'll only be coding one percent of the amount of features they have, and likely also much easier versions of the features, because you don't need all the options either.
    You can also make your own level editors, or even keep it very simple. For my 2D platformer engine, I actually used Notepad as my level editor, and the game would just read the lines of text in the file. The different characters and symbols would mean different types of tile sprites(like "g" would be regular ground, "w" would be water, and "." would be empty space), as well as some other info on the first line saying which sprite theme was to be used, and such. While the action RPG game just used big pictures for the levels, and would read collision from a black and white image.
    Other Engines:
    - In my late teens/early twenties I spent a ton of time in Dark Basic and Dark Basic Professional by The Game Creators, neither of which were great, but it was possible to make games in them. These were extremely code centric engines built on DirectX, but I think those are now deprecated, and they've made "GameGuru Max" and "AppGameKit", which I've no experience with.
    - My current project is using a small engine called Leadwerks(which is about to be replaced by the Ultra Engine), which I chose because it features an editor similar to Half-Life's Hammer/Worldcraft editor, and it's feature light. While it's not being advertised as such, it seems like an extremely good engine for lowpoly graphics games. And it uses the same kind of "attach script file to 3D object" type logic that Unity(and UE?) uses. It does have some minor annoyances, but way less than my annoyances with f.ex. Unity. And documentation could be a bit better. ;) Still early on in using this one, but I'm liking it a lot thus far.
    - Another engine I've played with a bit is Adventure Game Studio. It's similar to RPG Maker in the way that it's a very niche engine for making a certain type of old school game(and that it's been around forever), this one being for 2D point & click or text input adventure games. (Think old Sierra and LucasArts games, like King's Quest or Day of the Tentacle.) It's great at what it does, but unlike RPG Maker I think you're less likely to actually try and make any other type of game than what it's made for.
    - I also wanted to find a simple game engine for my son to play around in, and GameSalad looked okay. My bad for not actually learning it myself before letting him start playing around in it, because it wasn't exactly great. :P
    Anyway, please make a follow up video to this one! Would love to see it! :D

    • @GravitasM
      @GravitasM 2 месяца назад

      Quality comment - I enjoyed reading it.

  • @spatchler8909
    @spatchler8909 8 месяцев назад +26

    I feel like something i dont hear many people talking about is the design of godot. Its just got great architecture for example how it uses its own node system instead of separate entities and components.

    • @JC-jz6rx
      @JC-jz6rx 5 месяцев назад +2

      yyyeah, i use godot... but as the other commenter noted...if you ever look at the actual underlying code for godot it has several areas that lack optimization or are just badly written or plain weird in terms of design decisions.

    • @Alex-gg9ht
      @Alex-gg9ht 9 дней назад

      Hope it changes with time, seems to get updated really frequently

  • @juyas6381
    @juyas6381 9 месяцев назад +12

    Creating my own engine (or in my case, being part of a group to create one), just for the experience really really helped me. Like you already said, it teaches you about the logical foundation of an engine and tremendously boosts your knowledge about commonly used systems in popular engines. Just by having many years of programming experience and the knowledge from building an engine, I learned to build a reasonably solid game within 2 weeks (1 week learning through experimentation, 1 week gamejam) with unity.
    If you do have the intention of learning everything there is to it and you wanna feel good about knowing whats actually going on behind the scenes, building an engine really boosts your progress even if it takes more time to actually get into making games. And keep it simple, I recommend just doing 2D instead 3D, because the problems you gonna solve are similar, but 3D is like a cubic factor more work to do, even if its 'just' one extra dimension. Learn about concepts, not any universally applicable world-fomula!
    Thanks for the video and actually mentioning the "create your own engine"-part, I have rarely seen this done right :)

  • @BloodswordFW
    @BloodswordFW 5 месяцев назад +1

    Where would you put Lua Love2D and Core Games?

  • @SrNerd
    @SrNerd 2 месяца назад

    What about UPBGE (Current / 0.36)? At least when compared to Godot?
    I was thinking about making a FPS game, but i am unsure if i use Unreal Engine 5 or UPBGE

  • @pythonxz
    @pythonxz 8 месяцев назад +12

    I actually think Unreal's documentation is pretty lacking in examples (it's basically the same as looking at the tooltips in your IDE). Unity's has become a mess over the years with new features getting separated webpages that don't get updated. Godot's documentation is incredible. It has examples, article-like descriptions of features, and tutorials. All of the documentation is in one, easily navigated, wiki.

    • @mattseaton5832
      @mattseaton5832 7 месяцев назад

      I think unreal is very painful to work in. can't stand it

    • @finesseandstyle
      @finesseandstyle 3 месяца назад

      been using unreal for my game, 100% agree. Documentation comes mostly from forum posts and tutorials and very few actual blog posts that explain how to use something. So many functions that have 0 explanation what you are supposed to do with them.

  • @honaleri
    @honaleri Год назад +11

    I loved this video. Hope your channel gets bigger. You guys are very relaxing to watch!
    I spent WAY too much time studying game engines.
    My personal opinion.
    Several things you need to know before picking an engine:
    1- What the game is, and all of its limits. Thoroughly understand your desires first.
    2- What you are willing to play. (Both for the engine, and for the royalty structure.)
    3- How much do you know? And How much are you willing to learn? (In terms of coding, modeling, art, ect.)
    4- How committed are you to the game. (Not necessary for picking an engine, just important to know in general.)
    Once you have an answer...
    There are a LOT of engines. Here are the ones I know off my head.
    ------------
    The top teir:
    Godot, Unity, Unreal Engine
    The "Low Code" teir:
    (Consider these if you don't want to learn to code, but will learn to use the engine, these can help.)
    -RPG Maker
    -Bakin Engine/ Smile Game Engine
    -ClickFusion
    -GDevelop
    2D Game tier:
    (These are all for 2D games, and are exceptional for that. But many above can do that as well.There are a lot in this teir, I can't recall all of them.)
    Phaser
    Debold
    Construct 3
    Game Maker (But..don't.)
    Market Place/ No Assets:
    (These are things to consider if you need assets for the game packaged WITH the game, so you only need to create the game, not the assets. Some of these are low-code as well. Warning, all of these are "market place" engines, meaning all the games made in them are hooked into a marketplace, you can't put them up on steam, or somehting. So their use case is limited, but they can still make money, just via their marketplace. If you haven't heard of them, then...well...that says a lot about their auidence. Only recommed for hobbies, not for more serious game development.)
    CliCli
    Yahaha
    Core Engine (Mantacore)
    dotbigbang
    Crayta
    Frameworks:
    I can't mention these by name, but if you are great a coding, you could use a framework, which is like....the moving pieces of an engine, minus the ease of use and stuff.
    Make your own Engine:
    If you think of this a solution, maybe it is, but really, you'll spend 10 years making it before you make the game. So...maybe not.
    You can learn how to do this using G3D Innovation Engine. Which can help you make your own Engine. You could even rig together a lot of open source code (MAYBE) to make your own thing, like building on top of Godot, or Blender, or something else 100% free. But again, only if its necessary, and you'd know if it was necessary, if you know what you can't do in other engines, so, this paragraph is pointless for anyone who IS ready for this option, as those who don't know, don't need to be told how. lol. You ain't ready if you needed to read this. For example, Dwarft Fortress uses its own engine, its a unique game as well, it can't be remade in just anything. It also took like, 20 years or something to make. So...
    Bonus Round:
    Fantasy Consoles:
    For the niche of all niche, with have Fantasy Consoles, which are, typically, ALL in ONE game design tools, but for a very tight use case, to make a game FOR the fantasy console you made the game in. These are...pretty dang cool, if you ask me. But far from popular, so there is very little documentation on most, and very few gamers for the games made. But, this could be a fun adventure for someone. Coding required. Many use Lua as a coding language, but some use a verity of other languages.
    What makes them cool is that, they are all in one. You can make the music, the pixel art, the code, and anything else you need, in the engine itself, and the engine plays the games you and others made. Cool concept. They often use restrictive designs, so, you can only use like 1 MB for the SUM of your game, or something like that. They are very "retro" and intended to mimic old consoles, and old tech, but, emulated. Very cool concept, very fun for the hype niche fan.
    Pico 8
    Lico 12
    Tic 80
    Pixel Vision 8
    (And, many others. I think a good list of them was on github somewhere.)
    Hope this was helpful for any passerby!

    • @Winnetou17
      @Winnetou17 4 месяца назад

      I know it's not free or widely spread, but do you have an oppinion on idTech ?

  • @chaslinux
    @chaslinux 10 месяцев назад +18

    It's unfortunate that Opera made Gamemaker subscription-based. I bought GM version 1.4 on a humble bundle with the Windows/Mac Os/Linux exports, and later GM v 2.x on the same. It was a pretty great deal. After using Gamemaker, one of the annoying things I found with Unity was every tutorial spent an inordinate amount of time talking about the UI, instead of actually getting down to coding. When I started learning GM I found that most of the tutorials touched a bit on UI, but got right into writing GML code. Just my experience... but looking at Unity now just because of the extensiveness.

    • @bitemegames
      @bitemegames  10 месяцев назад

      Good luck!
      -T

    • @MrProthall
      @MrProthall 8 месяцев назад

      Isn't it like 8 bucks a month..?

    • @saparapatepete
      @saparapatepete 7 месяцев назад

      @@MrProthall depends of the plan, but i think the cheapest one (except for the free one) costs around that.

  • @marciomageskimarques6235
    @marciomageskimarques6235 4 месяца назад +10

    Hi, but GameMaker has GML a script based language specialized for games. And, its free now, right?

    • @rudolof8540
      @rudolof8540 4 месяца назад +2

      Yes. It´s free until nyou want tou save the game as a builded Exe.

    • @marciomageskimarques6235
      @marciomageskimarques6235 4 месяца назад

      @@rudolof8540 Yep, I used GameMaker in the past, it's a good engine. Today I've been using Unity and Godot.

    • @adudetou
      @adudetou 3 месяца назад

      @@rudolof8540 The game has a professional license model now. Its free to use and export to Desktop, Mobile and HTML5 if its a free game

    • @johnkubus8028
      @johnkubus8028 2 месяца назад

      @@rudolof8540 all exports besides console are free unless you want to charge money for the game, if you do its a one time purchase to get the export license.

    • @onekone_
      @onekone_ Месяц назад

      @@rudolof8540 Recent update to monetization made it free for non-commercial projects. If you want to make your free fangames, it's absolutely free to use with barely any limitations (other than no console)

  • @mermynator
    @mermynator 11 месяцев назад +10

    Katana Zero is one of my fav games of all time - made with Game maker.
    You should take a look at it.

    • @bitemegames
      @bitemegames  11 месяцев назад +3

      I know the game, it has a banger soundtrack! Didn't know it was made in Game Maker though!
      -T

  • @AdjointGaming
    @AdjointGaming 7 месяцев назад +1

    Hi all. I have been a developer for the last 26 years and I was thinking of started making a game (s/th totally new to me). I will be programing alone and I would like to make a single player game like Satisfactory or Eve online (it is MMO bust still I would like to have a single player version of it). Which Engine do you suggest ?

    • @bitemegames
      @bitemegames  7 месяцев назад

      Satisfactory and Eve online are 2 completely different game genres I feel. If you have C# experience, go with Unity. If you have more of a C++ knowledge, look into Unreal. Godot isn't ready yet for large scale 3D projects. Personally we use Unity, but either Unity or Unreal would work well in this scenario. -M

  • @channyh.221B
    @channyh.221B Год назад +6

    Marnix: "... because of course we're a Unity shop here, our game Forge Insdustry is made with unity and you have been working with unity before so you must be loving this ..."
    Thomas: "Laughs in pain"
    But jokes aside, this is a very good elucidation about the engines available in game developing. Neat!
    And to answer the question on 33:34, don't ask me why but the only engine I could think of is Thomas the little engine, but as there're no trains in this game (yet?!) ...

  • @seantaylor8114
    @seantaylor8114 6 месяцев назад +2

    A point about Cryengine: If I remember correctly Crye is working on a new engine for hosting their games on. Will be interesting to see how different it will be and where it would end up ranking on an updated list.

  • @Funcestor
    @Funcestor 7 месяцев назад +5

    If you make a video about ranking game engines you should at least do more research and not form an opinion from hearsay.
    Because it really feels like, that you didn't put much effort into the segment regarding GameMaker.
    "It sounds like a learning tool more than an actual production ready game engine"
    -> Many popular/successful games where made in it:
    Untertale, Hyperlight Drifter, HoloCure, Hotline Miami, Nuclear Throne, Pizza Tower, Katana Zero, VA-11 Hall-A, Downfall, Rivals of Aether, Nidhogg, Loop Hero, ...
    "With GameMaker you have to pay 10 bucks a month even if you have 0 sales"
    -> You can use the Engine for free and only have to pay for the subscription when you want to export / create the build of the game. Everything after that is independent of your subscription.
    You are free to sell your exported game even without an active subscription. No Royalties.
    If you really want to, you can finish your game, pay for 1 month, export, and then cancel the subscription.
    Problem is, if you plan to update your game to fix bugs or add content you need the sub again to create the new export.
    Edit: typos

  • @user-oc3kc7kt9l
    @user-oc3kc7kt9l Год назад +10

    A good reason to code your own engine is performance. If you want, for example, to make an RTS with thousands of units, the top 3 engines won't cut it. I mean you could use a big engine.. but.. not really. Just imagine making Supreme Commander in unreal :). On that note, i'm glad you put Banished as an example there, it looks amazing and its HW requirements are so low. Godot still best engine.

    • @mattseaton5832
      @mattseaton5832 7 месяцев назад +2

      Any of the top 3 engines can make an rts even with large numbers of units if you use the right tools, DOTS, MassEntity, Godex, etc.

    • @harmannsmith5653
      @harmannsmith5653 19 дней назад

      Beyond all recognition is made in fork of springrts. I love specialized cases like that

  • @cltran86
    @cltran86 7 месяцев назад +19

    Vampire Survivor was originally writen in phaser. I also use phaser for work and have built it out to phones. I guess anything you can do with web dev you can do with phaser

    • @hundvd_7
      @hundvd_7 3 месяца назад

      There's another almost-mega-hit, CrossCode, which uses ImpactJS, a different HTML5 engine.
      And there are a few engines as well. HTML5 is actually really good for 2D games

    • @Lacotemale
      @Lacotemale 2 месяца назад

      Yeah, it's great. I'm building for Web and now Steam desktop. The tech is so flexible!

  • @DjBasA38
    @DjBasA38 9 месяцев назад +2

    Spooky's Jump Scare Mansion is a good one made using Game Maker Studio and is 3D using custom assets.
    Talking about the original free version of the game, the "HD Renovation" version was made using Unity.

  • @DNA912
    @DNA912 8 месяцев назад +1

    I've tried getting started with developing games many times already, the programming part is not the barrier for me, it's more just how to think about the logic, I have many times accidently worked on solving a already solved problem for many hours just because I assumed it wasn't already implemented somewhere in the engine. Like collision logic. Game maker if the first engine I've been been interested in keep using after a few days on a project, just because it is very easy to get things happen. My goal at the moment is to learn how to think about games, game design, etc, and then move on to something like bevy, godot or unreal. But if you use gamemaker as a learning tool, it does not cost you anything.
    EDIT: how you think about board games is kind of how I think about gamemaker studio

    • @computernerd8157
      @computernerd8157 3 месяца назад

      Learn the engine first then make the game. I made that mistake as well. I am learning more by making a simple game then, I am going to refractor my larger project.

  • @jacklangford1
    @jacklangford1 7 месяцев назад +2

    Great work guys, love how genuine you both of you are!

  • @r52dev
    @r52dev 5 месяцев назад +3

    Gamemaker is now free to use non commercially as we speak. Regarding everything else, pretty unfortunate / uninformed review of an engine you two obviously have no clue about. There couldve been said so much about the pros and cons of this engine, to compare it to rpgmaker but list it even lower gave me quite the chuckle tho ;) Im not married to gm, but ive been using the software for over a decade in its various iterations, and if there is something you can't achieve in it, thats not an engine problem, but a programmer problem.
    Ive mostly enjoyed your other videos, but if you want to build a following and bring an "informing" format that beginners will trust, dont give us the impression that you havent put in more than the 15 minutes it takes to actually record the video

  • @westcoastdean
    @westcoastdean 7 месяцев назад

    Great video! Really useful description and opinions. Thanks so much! Keep the video coming!

  • @jakedelmastro
    @jakedelmastro 3 месяца назад +1

    The first engine I ever used was game maker 6 (or was it 5?), this was before the "studio" moniker, it taught me so much about how to make games. I made so many silly little prototypes with it. These days I roll my own engines, but I do think gamemaker is a viable option to make great games.

  • @wildstarr
    @wildstarr 8 месяцев назад +17

    Whelp, I guess you can scratch Unity off this list now.

    • @cibularas3485
      @cibularas3485 3 месяца назад

      FInd me an alternative? Godot is trash and Unreal is too hard to learn

    • @idk8idk
      @idk8idk 2 месяца назад

      I don't use unity, but it is still a Goated engine

  • @welcomelittlefellow
    @welcomelittlefellow 7 месяцев назад

    Interesting video. Any reason why Amazon Lumberyard is not in the list? It was based on Cryengine. Star citizen moved to this engine some time ago as I recall. Also the MMO New World is made with it.

    • @bitemegames
      @bitemegames  7 месяцев назад +1

      Because as you said, it's similar to CryEngine. This list really focuses more at indie devs, because Lumberyard is built upon AWS integrations for server hosting. No sane indie developer should ever even consider this engine I find, hence I left it out. -M

    • @welcomelittlefellow
      @welcomelittlefellow 7 месяцев назад

      @@bitemegames haha fair point. It makes sense if you want go built a full online game which perhaps is less suited for indies. :)

  • @southrad5567
    @southrad5567 4 месяца назад

    Great video guys!
    I think maybe a good idea for a hobist would be to build a quick simple proptotype on a handfull of engines. Say the same prototype on Unreal, Unity and Godot. Then decide which was was more fun to use, fast, and with less problems.. That can give you a better idea, instead of just jumping head on into an engine for years without having touched any other.
    Me for example, always used Unity, stopped after the pricing change.. Once they reverted I started a new project, spent a week in it and tried it out in Godot. It really gave me a sense of things I can and can't do on both. Now I'll try the same in Unreal, let's see how it goes.

  • @aparrotwithadhd
    @aparrotwithadhd 4 месяца назад +1

    The game maker licensing is a one off $99 fee UNLESS you want to move to console. Then it’s $79 monthly. Not sure if it’s changed since this video was made but that’s a pretty big difference to note.

  • @TheGodOfGematria
    @TheGodOfGematria 5 месяцев назад +1

    The game "Customer is Always Right" is made on RPG Maker :) Its a hybrid arcade-sort of RPG game based loosely on Earthbound, Undertale, etc.

  • @ArathirCz
    @ArathirCz 9 месяцев назад +2

    Another plus for Unreal engine and high fidelity games - You'll get free access to Quixel Megascans library as well as highfidelity Metahuman characters on top of normal asset store.

  • @gabe2o2
    @gabe2o2 Год назад +9

    When I began my journey, I started with Unreal cause it was just like “duh, Unreal”. I spent at least a month trying to really understand it, but everyday felt like a struggle. So then I decided to use Unity, and it was really night and day. I simply felt way more comfortable getting going in Unity than Unreal, and I haven’t looked back since. In my opinion, is UE awesome? For sure. But also, I question how much of those scenes are created by the “average joe” and not by their UE team(s) who utilize highly adept game engine developers and artists… this is important to me because yea it makes their demos look great, but it shrouds, in my opinion, the true accessibility of using the engine. Unity tech demos might be…not as good, at times (cause their tech demos have been better in certain respects), but I do usually feel I can go from their tech demo to my own recreation very easily time and time again. So at the end of the day, pick the engine that works best for you and your team. There’s going to be tons of micro reasons as to why you go for one over the other, and don’t let the hype or tech demos be your deciding factor. Actually spend some time in these engines, as in my opinion, that will be the only way you really know

    • @gabe2o2
      @gabe2o2 Год назад

      As an added note, I started using Unity literally when they introduced the render pipelines. Personally, I don’t find it that confusing and they are powerful. Can they be improved, for sure, but as I see it, there is also a reason they are kept separate as they are meant to target different graphical fidelities. It is true many games are still made with the legacy built-in, but there’s a variety of reasons for that I won’t go into now (unless someone is interested), and the use of URP and HDRP are on the rise

    • @2Jackrabbit
      @2Jackrabbit 10 месяцев назад

      Amen to that! yes lot's of marketing spins, but fundamentally the unreal engine is design toward AAA production with engine team able to modify / branch out every aspect of the engine itself. If you want a reliable, understandable structure unity is the best. They convoluted it a bit when the SRP got into the engine and the package manager, I really hope they'll finally some UX pass on the workflows so that newcomers don't really get hanged. But like you said, the "new" project startup is confusing a bit, but once that is cleared up, it's all fine and working the same as before (mostly)

    • @EdgardR.
      @EdgardR. 8 месяцев назад +1

      hoo boy

    • @gabe2o2
      @gabe2o2 8 месяцев назад +7

      @@EdgardR. lmao 4 months later and after Unity's announcement, I'm on Unreal. Just can't defend the use of Unity anymore

    • @EdgardR.
      @EdgardR. 8 месяцев назад

      @@gabe2o2 hopefully it goes smooth for you, it's really a shame Unity decided to do that

  • @2Jackrabbit
    @2Jackrabbit 10 месяцев назад +10

    The main issues I'll always have about unreal is within the misconception that always blend between their marketing messages and the production reality. I've helped so many studio doing their game wether in unreal or unity the team size and time to invest for many of the basic feature that are a given in unity ends up like opening up a pandora box in unreal. The production cost of any Unreal production is 5 or 10 times the cost of the same product in unity (not because of the project I'm talking about the same game or equal size projects). That in itself void a lot of the arguments about royalty, also other than the cost itself , everything is harder to make, no tutorial are really good the multicompilations for porting on other platforme is also a complete nightmare, the interface would require 18 monitors, the blueprint are the design pattern no matter you NEED to use them. It's an engine that dosen't do the heavy lifting at all, Yes visually it is cool, but when we (technical artist) comes in the project to build it and establish the performance we'll remove all the fluff that you found beautiful in the first place.
    So yeah ... unity is SOOOO much better their feature might sometime be shaky (but you'll find an answer quick on google) but most importantly within it's structure it is and engine that does the heavy lifting and manage the low level stuff. In unreal, it's about diving deep into the engine code and work your way into it to be efficient and extend the capabilites, if you choose unreal as a production get ready for heavy heavy cost, lots of dev time, lots and lots of bug when porting and overall.

    • @Martinit0
      @Martinit0 7 месяцев назад +1

      These are very general statements. What _exactly_ is heavy lifting that is easy in Unity but difficult in Unreal?

    • @2Jackrabbit
      @2Jackrabbit 7 месяцев назад +1

      @@Martinit0 There are sooo many instances of losing more than a week on some niche issue in UE that i can recall all of them but here's a few.
      Unreal has no fail safe or fallback on any settings, meaning you build on a target platform and it'll fail for days, without much informations or shared knowledge, figure it out. (activated multiview with mobile HDR on a VR ? screen not displaying correct color ? go set the conversion to the appropriate color space on device, etc.)
      Setting up the build process and moving parts of it is all over the place, you think evrything is fine then realize someone actually overwrite everything else in config files.
      Then, theres ALL the underneath limitation that are not exposed, not explained and most importantly only documented in the engine code.
      - Time being in INT32 on any devices except mobile where it's half, resulting in all shaders beinh faulty after 3 mins. (the answer you'll find is "do your own time", nope i'm gonna fix the math underneath)
      - Bone number limit (makes absolutely no sense, weight per bone yes) on certain devices underneath the hood skeleton cannot reach over 64 bones. You'll never find any info but if you pay for the source code and needs more than 64, change it.
      Meanwhile in unity, choose platform, build and its there. what you see is what you get, minus some shaders error that could happen from time to time. But everything will always default and put a warning that some setting as been set to x, y, z.
      I like making games and troubleshooting overall games mechanics, art pipeline, methodologies. Thats what tech art do, however when an engine is just not doing its part and clearly miss the UX mark this much, its a nope on my end. (still use it all the time for clients, but hate every seconds of troubleshooting in it) If i ever was to make my game on it, I would most likely go around 4 month to fully rewrite tools first for multiplatform building, devops and overall never again have to bang my head around settings for any platforms.

    • @2Jackrabbit
      @2Jackrabbit 7 месяцев назад

      @@Martinit0 all in all from what I've seen in my career, the cost of developing in Unreal is close to 4-5 times what it is in Unity. By the shear volume of obscure engine stuff, lack of general knowledge and most importantly how incredibly not streamlined the tools and UX are.
      It's an engineer first engine marketed so well toward artist. The tools are all there and many of them are cool and well explained by third parties, but overall when the problems arise you completely stop googling for them and dive deep in it to figure it out on your own.
      Unity on the other end the processes are streamlined and failsafed from the ground up, you can still achieve photo/hyperrealism nonetheless. However, on this part you'll have to enable what you want for it instead of getting stuck with it from the start.
      These are again broader statements, but unfortunately cannot breach any NDA, which is again why Unreal gets no competent answers anywhere ;) You extend and develop tool for your project, then it stays there forever.

  • @Natural_Mindset
    @Natural_Mindset 8 месяцев назад +6

    You should put Unity to F section, for F lol =)

  • @TheGreatMoonFrog
    @TheGreatMoonFrog 7 месяцев назад +2

    I started with GameMaker but now I'm learning Godot and it's been great so far. I was going to learn Unity but with the whole pricing fiasco I figured Godot was the safer choice. I see they are working hard to make the engine better and I think it will someday get to the same or better functionality as Unity. Programming is harder than GameMaker's non-programming options but hey, at least I'm putting those 2 years of highschool programming classes to use (20 years later).

  • @akithealchemist5502
    @akithealchemist5502 5 месяцев назад +2

    Vampire survivor made with phaser and printed 10m$ from thin air :))

  • @1TZAH
    @1TZAH 8 месяцев назад +3

    Game maker is only $5 month, you can use the free version during the development and only pay when you want to export the game to Desktop and never pay again. The D doesn't do it justice, it should be 1 letter lower than godot just not being open source.

  • @jakobhammer3038
    @jakobhammer3038 3 месяца назад +1

    I mean if we're also putting ttrpgs into the category of board games then they're easily S tier. The amount of unique concepts you can explore with social play is infinite, and the indie ttrpg scene is one of the coolest corners of the game dev scene.

  • @ArrisarJ
    @ArrisarJ 3 месяца назад +1

    A one year update of this video would be awesome :) Many engines have changed a lot in that time.

  • @FengLengshun
    @FengLengshun 8 месяцев назад +3

    "Unity for life."
    "I'm not so sure about that."
    You can just hear the Curb Your Enthusiasm music there.

    • @cibularas3485
      @cibularas3485 3 месяца назад

      FInd me an alternative? Godot is trash and Unreal is too hard to learn

  • @user-pc5sc7zi9j
    @user-pc5sc7zi9j 8 месяцев назад +1

    Seeing Overgrowth on the list of custom engine games:
    They made that engine open source last year.
    Workshop-mods allready managed to transform this level-based 3D parcour/fighting game into a procedually generated survival or 2D Platformer.

  • @chizyapochiponda1602
    @chizyapochiponda1602 8 месяцев назад +1

    Seeing this video makes me think UPBGE and Range Engine would be at E or C tier. I really love it though, my three are UPBGE/Range Engine, Unreal and Godot. Currently trying to learn Ren'Py and Cave Engine though

  • @olwynskye417
    @olwynskye417 8 месяцев назад

    How about making a video of best modding tools for beginners that allow learning coding, level design and art (import/export of own assets etc.)? My first touches with game development were with Neverwinter Night's Aurora toolset and modding tools for TES IV: Oblivion. In a way you can even make your own game with those, as long as you own the base game.

  • @bobobo1673
    @bobobo1673 3 месяца назад

    Anyone know the best engine for 2D card game + rpg?

  • @DocHollidayGames
    @DocHollidayGames 5 месяцев назад +1

    My Steam releasee is a Construct 3 game, though I am considering porting it to Unity eventually so I can get Workshop integration.

  • @tomk3682
    @tomk3682 8 месяцев назад +3

    Vampire survivor is originally made with phaser

  • @kosartofiq1689
    @kosartofiq1689 7 месяцев назад

    you missed for put links for all engine, i know some of them are well known, but board game , it is first time i heard of, when i search for it , there is alot , and now sure which one correct one

  • @VRNocturne
    @VRNocturne 7 месяцев назад

    I played a game I enjoyed called Fae Tactics - it was made with GameMaker 2.
    In fact, I was leaning toward GameMaker 2 because of that and tactical RPGs and Grand Strategy type games are what I'd want to make. Whether or not you two consider it "good" is subjective and not really my concern.
    But the pay $100 up front turned me off (they had a different model than they apparently do now because I never saw a "Free until you release" option).
    So I ended up on Godot after hearing it's oriented towards 2-D and I got it up and going faster than in Unity.
    But yeah, I don't know about many GameMaker games - Fae Tactics was the first I remember trying (unless the others just didn't use the splash screen).

  • @visual_chris
    @visual_chris 5 месяцев назад

    would love a separate video on the Engine of "Riftbreaker" seen a lot of crazy stuff they developed themselves on their devlog

  • @lostvisitor
    @lostvisitor 4 месяца назад

    you missed torque. What do you think about that one?

  • @astrahcat1212
    @astrahcat1212 7 месяцев назад +6

    RPG Maker is a very good one, I do wish more game engines/tools only focused on one type of game.

    • @saparapatepete
      @saparapatepete 7 месяцев назад

      Gotta say they come pretty handy when one doesn't know programming. I had a blast using rpg maker when i was in school.

    • @renobutters
      @renobutters 5 месяцев назад

      Is it still restricted to 4-way movement?
      I mean, even the games it tries to imitate, like Chrono trigger, had more freedom of movement... 🤔

    • @SadTown99
      @SadTown99 5 месяцев назад +2

      @@renobuttersThere is 8 directional you just have to draw your sprite sheet that way.. & now there are plugins for first person / 3D, or you can make a side scroller, etc … At this point you can make almost anything… This one dude even made an isometric/orthographic game with all pre-rendered graphics that looks like a ps1 version of balders gate

    • @astrahcat1212
      @astrahcat1212 5 месяцев назад +1

      @@renobutters If the game, gameplay, rpg system, story, music are good, and if it DOESN'T use default rpg maker graphics of any kind (has it's own style), I think an rpg maker game can be very very good. I haven't used it myself though in over 7 years now.

    • @renobutters
      @renobutters 5 месяцев назад +1

      @@astrahcat1212 scariest part is the Japanese font that's used even for English ;) very recognizable..

  • @GwyndolinOwO
    @GwyndolinOwO 4 месяца назад +1

    I feel like Construct should at least be a C or even a B. I think a lot of the reason people look down on Construct a bit is because its an engine a lot of kids are introduced to first so its hard to find a lot of games make in Construct that show a lot of polish. I prefer Godot by miles but its completely possible to make a good game in Construct, and like others have mentioned its also a really cool tool for making a sort of mockup game. The way it handles code can be pretty limiting but I think as far as code that works like a puzzle goes it handles it well. Its basically Scratch that's all beefed up and I think that's honestly something that makes it kinda cool. I won't ever go back to using it but using Construct in high school was fun.

  • @Swanicorn
    @Swanicorn 8 месяцев назад +3

    3:18 Thomas saw it coming 😂

  • @didiervandendaele4036
    @didiervandendaele4036 5 месяцев назад +1

    Best engine is UNREAL because with injection of little code with UEVR , you transform any game into a VR game for free !!! 😮😮😮

  • @4FourBit
    @4FourBit 4 месяца назад +1

    When i seen the review for Construct 3 you guys did buy me immediately. When i touched game development with the original Game Maker and switched to Construct 1.0, i did learned my lesson for a life.
    However after messing around with Unity, i think probably i won't move out from Godot and RenPy for a long time in the future.

  • @michaelpalmer2143
    @michaelpalmer2143 8 месяцев назад +1

    I prefer frameworks over engines, and have made my own engines in C and Python before ever using a pre-built engine. Godot using GDScript is a good experience and my first choice for current engines, but there have been some great GameMaker games such as Undertale, Spelunky, Pizza Tower, Another Metroid 2 Remake, Catacomb Kids, and Hotline Miami.

  • @Tsynique
    @Tsynique 5 месяцев назад +1

    Even though this video only strengthened my choice of Unreal, it was a really really nice overlook of many popular and niche game engines available. Very nice video guys, thanks! I think this is a great a video for anyone starting out in game development, not only to make the choice of the engine but also improve their thinking about game engines and development in general

  • @perkelele
    @perkelele 6 месяцев назад

    Fun video! Also good to see fellow belgians on youtube. Accent was a good give away 😄

  • @morgen3369
    @morgen3369 7 месяцев назад +1

    one of the disadvantages of godot is that there is no console support. The open source nature makes it impossible.
    There are companies specifically existing to export godot games to consoles though.
    I'm full on godot personally! Funny thing is -> it's the whole unity debacle that made me go to godot, and I do not regret it.

  • @matzieq
    @matzieq 9 месяцев назад +3

    So you don't believe in Hyper Light Drifter? Downwell? Gato Roboto? Nuclear Throne? Minit? Undertale? "I don't know anything about it, so it must be crap". Good job.

    • @cibularas3485
      @cibularas3485 3 месяца назад

      Undertale is 8 bit shit that get fans

  • @_Garm_
    @_Garm_ Год назад +5

    GDscript is not a Go alike, you probably meant Python :D

    • @codelinx
      @codelinx Год назад

      They say it's like go, but looking at go and python visually they look similar, however I think the underbelly of the language might be more akin to go(can't speak from experience as I'm just staying with Godot).

    • @kabadayus
      @kabadayus 4 месяца назад +1

      @codelinx, I respectfully disagree. The syntax and fundamental characteristics of Go and Python diverge significantly. Go is inherently stirctly statically typed and compiled, while GDScript, in contrast, is dynamically typed and interpreted. Therefore, in terms of syntax and functionality, GDScript aligns more closely with Python than Go.

  • @foxrings
    @foxrings 8 месяцев назад +3

    You will have to redo this video after the shitstorm that just dropped regarding unity install monetization. ☹️

  • @VincentHendriks
    @VincentHendriks 6 месяцев назад +2

    The information on GameMaker is honestly pretty misinformed. At the time this video was made:
    -GameMaker was already free for educational purposes.
    -"If you get started you outgrow it in a month, it's very niche". What are you basing this on? It's one of the most general purpose 2d engines out there, it can do pretty much anything in 2d. And "You can make anything with it, it's just not gonna be great". This is just bullshit, GameMaker is limited to your skills as a developer. Not unlike any other engine.
    - "You can force it for 3D stuff with their pre-made assets and things like that." What on earth do assets have to do with an engine. People literally made custom doom/quake map loaders in GameMaker. You just need to do 3d yourself since it's a 2d engine.
    Don't get me wrong, it's great that you guys are making comparisons, but this entire section is pretty misinformed. It is just really disappointing that almost all comparison videos on game engines are really shallow, generally misinformed and won't help people make an informed decision at all.
    Apart from that, GameMaker's license structure has been updated at 21/11/2023, GameMaker is now:
    -Free for non-commercial use.
    -One-time fee for commercial use.
    -Subscription model only for enterprise + console exports.

  • @arcaneminded
    @arcaneminded 5 месяцев назад

    28:05 I remember playing around with cryengine in like 2013 before Crytek had all the massive drama. It actually used to compete with the UDK when DX11 was new.

  • @ThatGastrodon
    @ThatGastrodon 8 месяцев назад +2

    I tried Phaser as a beginner dev, and the thing with it is that it's really not an engine. It's a framework. You have to do nearly everything, and the tutorials are lacking. I went with Godot and it's way better for beginners.

    • @cibularas3485
      @cibularas3485 3 месяца назад

      FInd me an alternative? Godot is trash and Unreal is too hard to learn

  • @RaterProTrickster
    @RaterProTrickster Год назад +3

    Oh some interesting things to add on Godot specifically. Though I'm fairly new to it I do know that while godot script is encouraged you can still use c# as well as supporting C and C++ and having its own visual scripting language. This might make you wonder why they bother but a key thing here is that you can use all three in your project at once. I think that is really helpful for beginners to learn and pick and choose which scripts benefit most from each language as well as speeding up development time as a whole.
    Additionally, it really focuses on using scenes as instanced objects so for example your character will be a scene as well as your world and such and that all comes together in your main scene. I dont know if thats the case with unity or unreal so that might not be a big thing but that really helps in neatening up your project.

  • @jsonkody
    @jsonkody 4 месяца назад

    20:25 .. heeey! Ecmascript is nice language ;)
    Ok for some bigger project I would always use Typescript instead of plain JS, but it's basically just adding types .. btw did you know that TS is made by Anders Hejlsberg same guy who created C#?
    But for games, for games I choose Bevy :D
    Or Unreal, depends on game.

  • @OcnarfPro
    @OcnarfPro Год назад +2

    um where's Roblox Studio

    • @bitemegames
      @bitemegames  Год назад +2

      If we ever do a follow-up video on this, I'll annoy Marnix so much until he adds it to the list. -T

  • @contentdesignwizardry2458
    @contentdesignwizardry2458 9 месяцев назад +4

    GameMaker and Godot and Custom made engine are S tier. Unreal is A tier, Unity is B tier. the rest is garb.
    To make a good game in unity or unreal you need to make it a huge production to be worth the effort. (Very big clunky engines that takes a lot of effort to use.)
    GameMaker you barely have to learn the tools to crank out high quality.
    If you're good programmer you either work on a big production in unreal, unity or if you're solo and have LOTS of time you make your own engine.

    • @GabdaRocur
      @GabdaRocur 2 месяца назад

      Good joke, Custom made engine S tier made me laught more than I expected.
      Godot, Unity and Unreal are the big three and with a good reason but none of them are S tier, not even close.

  • @winner_joiner
    @winner_joiner 3 месяца назад +1

    btw.: phaser is not only pure web games. The first version of Vampire Survivors was made with phaser( and it made a tone of cash, they say ), Exocraft, Folklands( that might become the next forge industry), ... just to name a view. Don't count this engine out just yet. 🤔

  • @Svensky
    @Svensky 7 месяцев назад +1

    Thanks for video that was really nice. I love gamemaker/godot and always stuck between both of them. I want some lame games then wanna be more experienced and make some 2 players (multiplayer) games. Ofc 2d.
    Btw cryengine Archeage made by cryengine

  • @brandonthomsen8929
    @brandonthomsen8929 6 месяцев назад +1

    i used construct for many years, i like it and have seen some amazing things made with it, how ever the price is insane. i was playing over 100 cad yearly, for what it offers, it tried to add more 3d, well fake 3d stuff, its just a doom 3d engine now, i am having a crisis trying to figure out what engine to use, i am not a programmer, so construct was the go to, how ever lack of tutorials made it very hard to figure out things my self, with out asking on the discord a million times. for help. I have also never finished a game on there, cause how buggy the software is at times. Kind of sad i want to make games but not smart enough to learn actual coding!

  • @slakjawnotsayin5451
    @slakjawnotsayin5451 2 месяца назад

    I totally agree with the "If you are beginning, and haven't used an engine yet, Unreal is the way to go!", because I started with Unity, and now trying to switch to Unreal is very awkward and weird for me.
    I've tried to switch a couple of times, but it's too damn different than what I'm already used to after 10 years of Unity unfortunately...

  • @KalinRangelov
    @KalinRangelov 7 месяцев назад +1

    We do Unity professionally, we even don't work with the other engines, but here is our evaluation :D

  • @todorp4056
    @todorp4056 7 месяцев назад

    Great reviews. Where you'll rank Panda3D?

  • @Youwouldknowmebtnow
    @Youwouldknowmebtnow 9 месяцев назад +6

    giving game maker studio D tier is criminal... you guys clearly spent zero time with it.
    The drag and drop is excellent for what it does; getting people into game development, but GMS reaches sooo far beyond that.
    It has a whole code library made just for rapid prototyping development which I've not failed to make a mechanic in yet. Its super easy to learn and cuts out all the caveats of a general purpose language, and if you aren't satisfied with that, or magically can't find system specific functions, nothing stops you from importing external code bases too. It exports to absolutely everything with the click of a button. Even your Tyson and raspberry pies.... who else is doing that??
    It's basically bare metal optimized and speed over unity and unreal too, and even allows direct access to things like texture groups, screen buffers, raw-socket layer networking, and shaders for every platform. It even supports very crude 3d, but when properly utilized and with planning on the draw calls+shaders, ends up being as fast if not faster than Unity's universal render.
    GMS is an easy S or A tier even with your reservations on the new pricing model. With enough effort, you can truly make anything but the highest fidelity 3d in it.

    • @Youwouldknowmebtnow
      @Youwouldknowmebtnow 9 месяцев назад +3

      Probably the only super miss on GMS is the lack of multi-threading support, but realistically most people don't need it for most games, and its something even the big engines barely support out of box.

    • @FoxyOfJungle
      @FoxyOfJungle 9 месяцев назад +4

      Yes. Clearly the people in the video didn't even bother testing GameMaker correctly and just based it on personal opinions and without reference to anything, just for engagement.

  • @insainbassist
    @insainbassist 5 месяцев назад +1

    Godot has mostly pretty great documentation, I've found it more helpful than most other FOSS I've used. Also worth noting that Star Citizen switched engines because Cryengine only has 32bit floating point numbers and it wasn't enough precision for their huge open world. Obviously this wouldn't be a problem for everyone, especially indies but worth noting.

  • @toiletfx5679
    @toiletfx5679 8 месяцев назад +2

    14:44 A good example would be Pizza Tower

  • @nubunto
    @nubunto 28 дней назад

    Bros, Rivals of Aether was a hit and it was developed with Game Maker. It’s a game that takes GM to its limit, maybe even a little beyond, but shows the flexibility

  • @CineastaIndie
    @CineastaIndie 2 месяца назад

    Please, I want to make a 2D game like Super Ness Donkey Kog, what the best EGINE? Game maker?

  • @liorean
    @liorean 3 месяца назад

    I'd like to see where Moai comes in and where Sopurce/Source 2 comes in, but Source 2 isn't released quite yet...

  • @quickscopesheep5994
    @quickscopesheep5994 5 месяцев назад +2

    Own engine is s tier. Think about any workflow you like about any engine. You can implement that yourself. You can design you engine api exactly how you want and have complete understanding of it. You have complete low level control with your render pipeline therefore you can do loads of things that would be extremely tricky with the big 3. Best option by far if you have the skills and knowledge

    • @Nightwinger5100
      @Nightwinger5100 4 месяца назад

      Large if

    • @Cephalonimbus
      @Cephalonimbus 4 месяца назад

      Skills and knowledge aren't the only hurdle... what about time and money? No matter how experienced you are, writing a game engine from scratch is going to take a lot of time that you could have invested in game development instead.

    • @11clocky
      @11clocky 2 месяца назад

      @@CephalonimbusYou don’t need to write your game engine from scratch. It’s best to start building on an existing framework, like Love2D or MonoGame, which already cover the basic stuff and let you focus on your architecture.

  • @hejhejhej952
    @hejhejhej952 Год назад +1

    Opinion on Unreal if you want to make 2D game?

    • @bitemegames
      @bitemegames  Год назад

      Definitely possible, but for 2D unity has more useful tools (as far as i know) -T

    • @timothyedrickburhan
      @timothyedrickburhan Год назад +1

      Good, if you want to make 2.5D Games, otherwise Do Not. 2D Tools is very limited in unreal