My Favorite Game Engine
HTML-код
- Опубликовано: 21 авг 2024
- Get my new Pixel Art Tileset course on Udemy: www.udemy.com/...
Are you team GameMaker or team Godot? Find out which engine is my favorite in this new video.
Follow me on Twitch for GameMaker livestreams: / uheartbeast
Follow my twitter: / uheartbeast
Like my Facebook page: / heartbeast.studios
Follow me on Tumblr: / uheartbeast
GameMaker Tutorials on Reddit: / gamemakertutorials
Thank you all so much for your support!
I'm sure some of you will disagree with what I have to say in this video. I'd really like there to be a good discussion in the comments so if you do disagree let me know how and why!
Make sure to keep everything civil, I'll delete comments if I see anyone being rude (to people or engines).
Enjoy your weekend!
HeartBeast Hope you make also more godot videos
Waiting for the new videos for RPG I am hoping your making some😋
can we expect a godot course from u ? i would love to see one and have u tried defold 2d
Not at all, I quite agree with everything you said. Godot really surprised me when I gave it a chance
I would love to see more videos on godot! Great video!
It's Godot for me. The sheer fact that it's Open Source / Freeware is just awesome. It gets better and better.
True.
BUT! Try to compare, how much was added to Unity in 2018 and in Godot.
Godot is improving very slowly. But it's cool engine - I Agree!
Kinda true but you are wrong about the fact open source is different from freeware go check in Wikipedia, it helped me to clear up the misunderstanding what is the difference between open source and freeware.
I really like its language because its like python
Exactly, open source is the future
@Gobblarr didnt read lol
I've also converted to Godot from GameMaker. It really feels like a great middle ground between GameMaker and Unity for me.
Didn't know how to put in words what I wanted to say, but your comment fits the bill perfectly!
I feel exactly the same
I love Godoy so much
same ive been using game maker for years, but godot has better controller support and all around better organization and ease of use
I think pretty soon it'll even outshine unity in most areas
I switched from GameMaker 8.1 to Godot.
Hey dude! Interesting thoughts. I've still yet to find time to try out Godot. You talk a bit about 'coupling' (not a term I've heard before!) and I can derive from the context the sort of thing you mean, with objects accessing one another and messy data flow. Do you have any ideas as to best practice for this sort of thing in GameMaker, situations where you might want to work against the systemic grain so to speak?
Hey Shaun! So I'm not the best qualified to give suggestions in this area yet because I'm still learning about it myself but I think but I have some ideas. Maybe you and other experienced GM users can iterate/give new ideas as well.
So, there are 3 main things in GM that I feel can make it easier to create high coupling:
- Scripts being globally accessible (this makes it easy to couple a script with any object)
- Getting access to an object using its object index (stuff like obj_player.hp -= 5 makes it easy to couple two objects together)
- High focus on inheritance over composition (Deep inheritance structures create high coupling cause if you change the parent it changes all children, a blessing and a curse)
Some ideas that might help with these:
- Assign scripts to instance variables, or even better, variable declarations (as a resource) and then use script_execute to call it. That way you can easily see what scripts an object has access too without digging through code. This is a bit of a pain but that is often the point will stuff like this. You make it harder to create coupling. Adding inline functions (on the GMS 2 roadmap as a possible future) would also solve this quite nicely.
- This one is tricky, I still don't feel like I know how to handle it, but I think whenever a piece of code needs access to another object you would ideally get access to that object's id and store it in a local variable or instance variable at the very top of the code. Just so that whenever you open up a piece of code you can see all the objects that the code relies on to work. Keeping that list small is best. (the first time I used Godot, and also Unity, I thought it was a pretty big pain to get access to other "objects" I think now that this is actually intentional. It forces you to structure your game in a way that lowers coupling. Making sure your scenes or prefabs can run on their own without depending on other scenes/prefabs seems to be pretty common practice in Unity and Godot)
- For this one I'd recommend trying to use a component pattern (gameprogrammingpatterns.com/component.html) over inheritance when possible. So instead of having the character stats in like an obj_unit_parent you would create a separate stats object and then give each obj_unit its own instance of that stats object.
I recently read this book (gameprogrammingpatterns.com/contents.html) which is where I got some of these ideas. It is written for C++ so it was a bit tricky to figure out how to apply the patterns to GM in some areas but it at least got me thinking about it. I bought the book but there is a free HTML version on the site which I think is cool.
Anyways, there are my thoughts. I'm still pretty new to this but I feel like the stuff I'm learning has already been helpful to me. I'd be curious as to what YellowAfterLife or Juju think of some of this stuff. They would probably already have some good solutions.
Hi Shaun!
ello shaun!
Wow shaun
Just look up "coupling" in the dictionary. It's when two things are linked together.
Looking forward to more Godot tutorials. Your platformer videos were top notch.
They really were, it turned me onto this channel-- and I am now really falling into Godot-- its such a powerful and lightweight engine... it loads on my junk computers.. where as Unity takes forever to load even on my beastly computer.
I started using Game Maker Studio when I was around 10. Game Maker is fun and really good for making 2D games, but I wanted to try making a 3D game. So when I was 14, I downloaded Unity. Personally, Unity is perfect for me. I love the workflow and working with vectors. C# (the programming language) is good too. But one thing I really love about Unity is the community. It feels like every question you have has already been answered a million times on Unity Answers, and if you still can’t find a solution to your problem, people are happy to help and usally answers your question fast. Sometimes, depending on how hard the question is, you even get your answer under 5 minuets after you post your question. I’m 15 now so I’ve only used Unity for about a year but I feel like I’m gonna stick with it for a long time.
Edit: wow this got really long. sorry about that lol
unity is a lot easier to learn than gms2?
klkev I haven’t really tried gms 2 so I can’t really answer that, but in my opinion game maker studio 1 is easier to learn than unity but unity is better when you already know it, but like i said i have never tried game maker studio 2.
I'm sure we can handle a 7 lines comment.
Uhm,excuse me do you have twitter? i'd to ask you few things.
MaximoTG98 sure, it's @albin_grahn
Pricing system in gm2 is a joke to be honest, with godot coming for free, unity being free for beginners etc.
Waiting to see more godot tutorials from you ;p
same, GODOT FOR LIFE
but each person has his own favorite and we are no one to judge
My favorite to be real is gm1
gm1 free?
unity is a lot easier to learn than godot?
I like both, but my favorite is also Godot, and I would like to see more videos about Godot on the channel. I know the two engines through you, and I'm working on Godot, because in the future I want to do some things commercially, and being a free engine for me is something that helps a lot, since it exports to the platforms that I want to work on.
Keep up the good work!
Note:. I'm really looking forward to learning more about your "secret project". Hugs!
Awesome insights, as usual. Your pros/cons for GameMaker really resonate with me - I love GameMaker, and it has a GREAT structure to build the kinds of games you're talking about. You can make the backbone of a game in a day or two, and it feels so fast and fun. But as you start moving away from that structure, as your scope expands, the project becomes messy fast. You have to stay very organised and create the tools you need yourself. But I'm super keen to jump into Godot as I want to start building more complicated RPG projects too!
Yeah godot is really great for rpgs. Specially, Resources are really cool. Normally, rpgs will read and store data from json or csv files. But you'd have to interpret the data a lot cuz they're just strings.
With Godot's custom Resources, you can natively store any type of data, including other resources. This lets you nicely have compound resources and use them anywhere in the project easily.
And here, ladies and gentlemen, we have an ENLIGHTENED GAMEDEV
jokes aside, really liking these videos. Gamedev stuff but not tutorial only. Hope you can keep up with them :D
Hey! Good to see you here. Love your work :)
I started using Godot, I used it for two years, but recently I'm using game maker 2 and I'm finding it better, maybe because I'm beginner, but with Godot I learned a little object orientation. In the end what made me migrate to Game Maker 2 was to have adapted myself better and the fact of having several well-known games created in this game engine.
I'd love to see more tutorials on Godot soon. I've been using it lately and I love it so far.
Interesting insights, Benjamin. Your journey to Godot (and experiences with it) are pretty similar to mine. - Yann
Hey Yann! Good to see you here in the comments! I'm really excited for your Godot course! Keep up the amazing work!
I love these talks of yours! I wasn’t sure they would be interesting at first but I really enjoy them.
One of the things I like a lot about Godot is that it's really lightweight and performs quite well. Game development environments these days are easily around a gig in size!
your platfromer 2d tutorials was really a great start for me
please make more godot tutorials.
Juts saying, I love your tutorials because you ACTUALLY EXPLAIN why the code works!
I can't even describe how closer I became with you and your channel after your video about success. This video style is great, btw.
It would be great to watch more vídeos about game development with godot. I'm really missing them after the platformer tutorial, who helped me a lot at the beggining :)
Keep the good job! And thanks.
You are the reason I got over fear to program games and I've dreamed about it for YEARS. Because of you, I've become VERY interested in Godot, but I'm bit frustrated with their naming convention. I really want to see more tutorials about Godot too especially how to make movement in pixels rather than arbitrary numbers.
NeZversTutorials Do you mean move an object with integers vs float values? Just use the round() method.
No. If you have watched his godot tutorial he has motion.x (what is alternative for something as hspd that's added to x in gamemaker) and it has MAX_SPEED = 200. But it moves with speed like 4 pixels per frame.
So I'd like to know how to move in actual speed px/frame instead of arbitrary and unnecessary big numbers.
OMG, do you even follow what I'm saying? Yes, of course, you can make movements without acceleration and friction but that doesn't change the fact that movement is calculated with the arbitrary number since it won't be MAX_SPEED but just SPEED of 200. It still won't be pixels per frame!!!!
If I'll put speed 4 (intended pixels per frame) it will actually move 1px somewhere around 50 frames.
to NeZversTutorials
In Unity you can set that 1 unit = 1 pixel.
Search that option in Godot. I don't think there is no such option.
godotengine.org/qa/12733/what-is-the-unit-of-distance-in-godot-and-can-it-be-set-to-pixels
to Nub93
I get your point, but on Desktops most using 1920x1080, so you can make your entire game around this resolution and just resize your viewport if needed. I'm talkning about 2D games, by the way. I'm not sure, how smart it will be to use pixels as dimentions in 3D game. Probably, not a very good idea.
I am really getting the itch to get into game design. I come from analysis programming and random generation in MATLAB which uses multidimensional vectors. I know basically no other programming language supports such high dimensional vectors. But for games you don't really need them. Since Godot is open source and free for the community I will start with that and support it.
Wow that's great, I feel like I'm on the right way, this year I've been learning Godot, and I had doubts if it was more convenient to learn gamemaker first, but of what I was sure, that godot will open the doors to more project possibilities, thank you friend for sharing your experience, now I feel more calm and safe
Thank you SO much for mentioning LOVE. It's exactly what I've been looking for in an engine ♥
I started out with gamemaker and I've been using it for about a year now and I really liked it. But I have big plans for the future, fleshed out roguelikes, large sprawling platformers, survival games. While Godot looks a lot more complicated it looks like it will be worth learning.
I landed on Godot because:
1. I'm an open source zealot. I'm a Linux guy, and Godot runs pretty well in Linux. This ruled GameMaker out entirely and got me grumbling at Unreal and Unity.
2. I learned how to program in Python, and GDScript is quite Pythonic, so I've basically got it. Like, I spent awhile going "I wonder if it can do /this/ python weirdness" and it works.
3. There's a version of Godot that supports scripting in C#. I don't know C# but I have this idea that I'll become familiar with Godot then tinker with C# in a familiar environment. Unity has been decreasing the number of languages that work in it, Godot has been increasing them; you can even program for Godot in Rust, if you're bent that way.
4. It occupies the area of gaming I most want to be in: I want to make games like A Link to the Past, and Godot seems to be the right engine for that, and then later I'd like to be able to explore 3D, which Godot can do. Unreal is for making beautiful FPS games in. My understanding is it has to be abused into building 2D games. It's a lovely wrench, but I'd rather have a spatula to flip this pancake. Unity is more versatile but still there's an emphasis on 3D, and, well, points 1-3 made me pick Godot.
When I used GameMaker exclusively, I had a really difficult time understanding how to use Godot and dropped it pretty quickly. However since GameMaker isn't good at 3D, I ended up learning Unity. Godot and Unity share a lot of similarities, so when I decided to try learning Godot again, it resonated a lot better and I now love the engine.
2:05
Well, to be fair you (used to) have these moments as well lol
In anyway, love Godot and thanks for helping me to get into it so quickly!
I've been using GMS2 for my projects, it's been a fun learning experience. I've definitely been running into the problems you mention though, as my main project grows. I'm considering remaking it in Godot to see what can be accomplished there.
Good explanation, I100% agree, and I'm hoping to see more videos or even courses about Godot in your channel
Hi Ben,
It truly has been a blast to see your progression over these last 4-5 years. Whatever program you like the best is what you should focus on. To be honest, I never even looked at Godot (thought it was pronounced "go dot" this whole time), even though you have made videos for it. I'll need to go back and watch them and give Gotot a try :)
Do you need any help with assets for your secret project (music, sound effects, art, etc.) I'm sure there are some talented folks watching that would love to contribute. Maybe you can have a contest, like a mini heart-jam for assets.As a side note, in your next series I think you might want to include creating a game design document as part of the process. Nothing fancy, just something practical. As always, keep up the fantastic work!
WOOT! YOU KNOW WHAT THIS MEANS BOIIZZ!
MORE GODOT TUTORIALS!!!
We don't have to find another RUclipsr that's gonna pale in comparison to HeartBeast now 😭💗
I certainly hope so, but it's no certainty. Fingers crossed :P
dont do that, dont give me hope
It's happening!
Unreal is so good for 3d soooo good.
GM2 is soo good for 2d.
Unity is something between in my opinion.
I want to learn godot
MrDacom same
@@mrdacom how's Godot?
@@silkworm2595 I don't like it 😂
*Oof*
Thanks for this! You cleaned up the trouble I had in my head a lot :) I planned making a survival/farming 2D game and looked into so many engines. Like you said, Unreal (and even Unity) were a bit too complex for me and my plans. I own Game Maker and did some small stuff with it, but felt like bottlenecked at some point (as you said: there are ways to solve those bottle necks, but why should I, if there is a better suited engine?) I decided to get into Godot now. So if you think of a Godot tutorial series, maybe a simple farming game would be thing :P
I don't think I ever promoted anything that I wasn't affiliated with as much as I promoted Godot. It has been a joy to develop games in it compared to the other engines I've used. I can see myself developing games in Godot for awhile.
Benjamin, please give us tutorial on Godot too! ^_^
Im a programmer, and i have test many game engine(almost same with you says). What im love with game maker is easy to use for fast prototyping, even you dont need to hard code to make object. And what im hate with game maker is global scope functionality. And Im totally agree with your statement, that is not a fault by Game maker, that why game engine was created. Every engine have different way to do what have too.
Right!
GameMaker Language is created for beginners - that's why:
* It has dynamic types
* It runs in virtual machine (sord of). Use YoYo Compiler for native code.
* You can created only ONE type of objects
* Every number is a "real" which is a fancy name for "double". Even bool is a real! )))
* You can put different types in one array - I think array is actualy a list. I think.
Man, you have helped me so uch in this vid. All the best to you. I have subscribed and looking forward to anything else you can share.
I'm a programmer, I've tested both, and I agree completely with you. With GMS you can make things really fast, but it's complicated to do things well, and as the project grows you're having a lot of troubles and headaches... Godot suits much better for no so basic stuff.
How godot helps make it better? Havent tried yet and couldnt extract much from his explanation.
It's difficult to explain. Godot have more tools. If your 2D project became too complicated, GameMaker Studio became too cluttered. But you can use any engine you like. Just try other engines to have a better unrestanding of market.
thanks i was trying to implement inventory system in game makerand it really must be done from 0. The rest of user interfaces were not so hard to do. Ive seen in unreal engine and it has a lot of stuff already done, but to be honest i rather code it unless its something complex like an inventory system.
For me, as a programmer, there are a lot of lacks in GMS, but mainly: OOP and decent event model... The main problem is that you have to define everything globally, and you can use and access everthing in every moment. As result of this people does things like modify the life bar in the collision event of the player, which is terrible as you are creating a high depedence between the player object and the object that displays his life. At the end you have a lot of coupled objects, and make changes in that system is really hard.
Godot has a good event model and you can simply, when the player takes damage, send a event ("signal" in godot argot) indicating that the player life has changed. The life bar is just listening to this event and it changes itself....
IDK, of course you can implement this in Godot without using events and create the same mess that in GMS, but the difference is that Godot provides tools to implement it proper way...
Gamemaker has changed alot since this video and now its free download.
Godot is my favorite engine too and I started game developing using Game Maker. One of the deal breakers was that Game Maker didn't have functions and that didn't make any sense to me. When I switched to Godot it was easy, because I use Python a lot and I'm used to OOP. Godot just makes sense to me.
Gamemaker is getting functions very soon in a upcoming update.
Thank you mentor. I will begin to study up on Godot. I am working on my first game right now on GM2 and felt a bit intimidated by Godot but I will take your points into consideration and try to transition.
If your game is simple (like Mario or Megaman) - stick with GameMaker Studio for now.
If your game is more complicated (like Ori and the Blind forest) - try Godot 3 or Unity 2018.2
Igor Sandu Yes sir. Thanks for the advice. I did plan to finish my project on GM2. Specially considering it's the only engine I semi-know how to use. 🤣
You should definitely do more Godot stuff! I know you take about remaking you 2D hack and slash in Godot. I "bounced off" Godot due to being frustrated with the UI and switched to game maker but have been giving Godot another chance.
I have now switched to Godot completely as I've gotten used to how it works.
Thanks for the video, it was really good for me as I've been using Gamemaker but just started to play with Godot this weekend and found it a joy to use.
Who else is here now that GameMaker went full subscription model?
With Godots upcoming 3.1 version with new features, I’m certain that it will surpass all the other engines, they all have their purposes though, I just prefer Godot because you can edit the geometry and appearance of meshes with Godots shader language, and making scripts for nodes in it is so easy, also the project structure is compact and very easy to manage. It gets better with the ability to easily make Godot plugins.
Thanks for the tutorials! More Godot tutorials please! There's already a billion Game Maker tutorials out there already, but it's hard to find good Godot ones.
I appreciate the insights!
Thanks for this video. Have been struggling with UI in Game Maker for quite some time now, and have been unsure if I should switch to Godot instead. This was enlightening
I’ve been bouncing across lots of game engines and it’s mostly because I’m not sure what engine is right for me. I’m trying to make a low poly car game with a drone or birds eye view with an interesting drift mechanic. Does Godot have the potential to make something like that? I really want to get into development and I’m aware it will take a lot of time, I’m willing to do that I just need to start somewhere. :D
Learned the g.m. language three times over the years, and am watching you to learn it again. XD
I look forward to learning from you!
Please upload more videos about Godot, you haven't uploaded for a loooong time. I'm very excited everytime you upload a new vid!!! :D
Godot is definitely the best option.
Yep
Certainly
If you don't ever want to finish your game, then sure it really is the best option.
@@Mk2kRaven Why is that?
@@Mk2kRaven ok boomer, you talk stuff that isnt true
Great vídeo Heart. I use Godot, but I started with Construct 2. I program in PHP and Javascript and I found it Godot easier to learn. I always see your creating videos in Game Maker, but I like Godot a lot more. Even if I want to publish a game in Game Maker I will need to buy the license. And here in Brazil is always more expensive.
Didn't know where else to put this, so I'l leave it here.
I took your advice about trying Godot 2.1 and it seems that it works fine so far. The other version still crashes on startup, but 2.1 seems fine. Thanks for the tip, and when we're done the GMTK game jam, I'll finally get to try your Godot tutorials! :D
Been along a similar path. Starting with RPG Maker and Game Maker, bounced between Unity and Unreal and tried a little Gadot for a bit before settling with Unreal. Unreal has come a long way in terms of ease of use and I was able to make my 3D game with just using blueprints. Development goes so much smoother with blueprints for me as I am mainly an artist and not that good of a coder.
That said I'm giving Gadot a second run now for making a 2D game. I'm following your tutorials and many others and I''ll really liking the experience. Thanks for providing all this great content man. 👍🏼
A great demonstration of the power of Godot's UI system (besides itself) is _"RPG In A Box"._ It's sort of a voxel-rpg-maker totally built in godot. The only difference really is that Godot itself is built from C++ code, instead of gdscript.
Personally I couldn't yet figure out how to use it properly, precisely because it's tricky to access certain objects. I've had to postpone an idea I'd like to pursue, which would be along the lines of the old Pizza Tycoon and quite UI heavy.
This video just popped into my feed after I looked up a bunch about godot, and I have to agree with how great it is. I also just finished a demo for an rpg, and I can confirm that it does work very well for rpgs
Used Love2D too and MonoGame. For me i like Unity at most. Then Godot and them Game Maker Studio 2. I wish you would make a Godot Udemy Course
I'm Now Programming for 2 month with Unity and it's my preffered
Currently making the leap from GMS2 to Godot. I love GMS because having all logic in scripts is very flexible and makes for enjoyable functional programming. In contract Godot is very strict in its OOP approach, and having to deal with its structure is my biggest struggle at the moment. But not having to deal with the horrible GMS data structures is such a relief. Godot's image processing is also a lot better, and it runs on Ubuntu as well. So yead, we're on the same page here. I will always have a weak spot for GMS, but Godot is the future for everything serious.
i love godot too. but there are few demos tutorials, could u give a beat them up like demod ,that could help to do many games or a mugen game demo
would love to see more tutorials for godot since issues with my harddrive keeps me from using windows, and since being forced to use linux ive had to explore other options besides GMS.
I went around trying different engines, such as LOVE2D, and am currently working with the pygame library but would looooove to see more godot tutorials, though of course its great that you are building games aswell. So I totally get it if you dont want to have to make tutorials all over again for godot as youve done with GMS.
Team GM, for a 2D engine it's a lot simpler rather than the hassles that Godot gave me due to the complexity of development.
False
Gran análisis, yo he usado GM la mayor parte de mi vida y recientemente uso Godot, me parece que ambos tienen su potencial, como dices, GM para hacer proyectos pequeños o montar demos rápidamente, es muy experimental, algo que amé de GM es que tiene su propio editor de Sprites, lo que permite hacer locuras rápidamente, también que exporta los ejecutables muy fácil rápido y a bajo peso; en general es un gran software; pero se queda corto en su falta de modularidad, en eso Godot es mucho mayor, sobra explicar más.
the UI from godot can be used to make add'ons for godot too.
and by being open source, it means if you ever reach the limits of the engine you can expand it, or if you need more performance or bug fixing and the developers are taking too much time to do it, you can improve it yourself (or hire any programmer to do it instead of waiting for the time it would take for their current employees and volunteers to fix it)
as for being capable of doing anything you can do on game maker, on godot, yes you can even make an game maker on it.
as for the opposite, not really.
I think Godot is interesting, but still somewhat raw. And I personally afraid to get in situation when nobody will answer if I stuck with some problem
Check it now!
Godot 3.1 is out: new features and better UI :-)
breakmt I’ve personally found the community around it has been great and will help you out. Documentation needs a bit of work tho.
That's why I still prefer game maker because it's large community and availability of tutorials.
I used Gamemaker 2 before .. i didnt knew about Godot by that time. I switched now and besides its free, it feels more complete and i like GD more than programming in GM2. Also the handling of assets is way more intuitive than in GM2.
I chose Godot over Unity, Godot was Open Source and Royalty Free.
With Unity I have to pay to remove the watermark, with Godot, I can just switch it out in:
>>> Project >>>Boot Splash
Hey. I love your channel. Thank you so much for Godot tutorials for beginners which I am. It's so exciting to learn a thing that I've always wanted to get close to, and to even think about making my own 2D platform game is just fantastic. And please don't give up on Godot tutorials making because there are quiet a lot of people like me who long to watch new stuff and learn from you. Please don't make us wait for them like for Godot ;) Greetings!
Keep doing the tall style videos brother they are great! Also I've heard rumors of a gms2 book coming out by you is this true?!
moving to godot since I watch this video few days ago... i feel like game maker studio 2 programming potencial is not enough for my ambitious projects hope you upload more and more godot engine 3 tutorials. I went so far in game maker becouse of your tutorials. Thx dude... Real hero
Personally, I found 3D game development with Unity to be quite easy and intuitive. I'm an amateur game developer and I could develop things so quickly in Unity! C# is definitely a killer language for game development - static type system allows compile-time error detection with its high-level design making life easier for developers. Moreover, C#'s static type system lets text editors/IDEs provide better type-specific suggestions and linting.
More Godot tutorials coming up? Grateful for all the GMS stuff you made, you got me into gamedev with those videos :) However, I moved on from GMS to Godot now, hope you will too!
I really hope you make godot tutorial for people that mostly uses Game Maker. You know.. like how objects, sprites, rooms in game maker are compared to godot's. I find Godot to be very interesting.
Good idea!
How fast and efficient is Godot? How does it handle hundreds of objects all running their own code simultaneously, say you're making a RTS or a bullet hell? I remember making two prototypes of the same project first using GM8 and then GMS for comparison, and despite having practically the same code, GM8 would start chugging way sooner than GMS.
Oh, and being free and all, what happens if you want to go commercial with Godot?
Using GDscipt, it will hit performance limits when you have objects in the thousands. Then you will have to move that code to any compile language (C++, C# etc).
Going commercial with Godot is simple. You can do anything with the game you made. No licensing, no fee, you don't even have to credit the game engine developers. There is a lean godot version for runtime only. Pack your asset files into binary and attach the runtime and you can sell your product anywhere.
Kudos for your honesty.
I use Godot, definitely a great engine
Agree in agreeing
If you don't want to ever finish your game, then yeah it definitely is a great engine.
@@Mk2kRaven Why do you seem to dislike Godot? Sure, you can like Unity or Unreal or whatever, but that doesn't mean that Godot bad. I'm currently working on a top-down 3D game in Godot 3.2, using C#. Graphically, it looks great, and it is very easy to learn.
Look forward to more game tutorials. Hopefully, we will see a complete game from start to finish in a tutorial form.
Many engines have crap support for editing game in Linux. But Godot is awesome! I actually tried many engines as well, but either felt left behind because of lack of support, overcomplicated features, or even limitation in the engine (as you said, Unity and 2D simply does not work well).
Godot has certainly a lot of potential, both as a learning tool, and as an independent game dev platform.
The right tools for the right job.
I can't wait to see the cool things you will teach us with Godot in the future
if you want to know about my experience with game engines it goes like this:
unity: the trial version whiteness just burned my eyes .
rpg maker : great for generic rpg only.
game maker : great ! my only problem with it is to learn a language that is not usefull outside of it.
godot : i don't understand it at all.
love: learn lua?
unreal engine : what? is it alien or what?
btw : i am interested about what is your opinion on construct 3 .
About Unity - search for "Unity Dark skin" and you will be able to enable Dark theme in free version halflegal.
ive used everything from Gamemaker to Unreal and unity and i always end up back at gamemaker ,i feel like i have mastered it over the years while Unity i never feel like i can fully master it and Unreal ....as much i want too too hard far tooo hard haha
I always stick close to GameMaker since 7.0, up to Studio 1.4 (and still use it up to this day) Actually, the time I start to realize that GameMaker starts to be very limited in usability starts to appear when I learned some of advanced programming and how much time I invested in each project made with GM:S I committed, especially object accessing that is a mess, and the UI that is too 'versatile'. So I started to learn about other game engines in the market.
The first got my attention is Unity, since it's royalty free for small projects and fully-featured, but its learning curve is ridiculously high for the time, it seems like it is designed for experienced programmers only and I have to stick close into purchasing assets to get it to work.
The next it Phaser.JS, although the engine (or more like, a framework) is very easy to learn, but its versatility is quite low and mid-level programming is quite challenging to apply on. And it runs on HTML5 only, plus now requires TypeScript. I hate TypeScript toolchain in my passion, it's difficult to setup and get it working, and things can be done easily on JS takes one pill of paracetamol. Plus, the JS standard is ridiculous. It does not even run in the same result on each browser. So I abandoned it again.
The last I went through is Godot. At the first glance I literally hate this engine, since the general concept of it is terrible (the same as Phaser.JS but worse), and the documentation is very unstable and unclear. The same project can be done in minutes on GameMaker + integrated documentation, takes a matter of hours or sometimes impossible on Godot to just looking for code that does not even exist on the documentation. Now, things have changed drastically since 2019, now Godot takes part of my workflow, and it's very usable now (I'm on C#, by the way, very usable, trust me :D) It's one of the best game engine (except the tile system that is still terrible, but more usable now) I've ever used, plus great community support. I can say it's much better than Unity in terms on general use, but some of specific works like console port, proprietary Live2D, or Vuforia is still not supported yet, but I really hope it will get an attention for many of big companies and make a support for Godot some day!
Ps. you are the big part who encourages me to use Godot, appreciate guides and tutorials you've made! :D
Have you ever messed around with PICO-8. Although, It's more of a toy compared to the other engines.
BASIC8 is also cute little toy-engine )))
Until now I was pretty confident about using Game Maker and improving my skills on it, but now I'm afraid I'm losing my time and should switch immediately to something else, either Godot or even pure code. You did this Benjamin, you did this.
neoDarkSquall Learning any engine is never a wast of time. Many of the things you learn will carry over/help when learning other engines. Use the engine you enjoy the best.
I feel like Godot has something to offer for everybody. First of all its free so everyone can at least try it. If never coded in your life or a veteran, godot has visualscripting and c# support if you're not a big fan of GDScript. The node and three system makes it so easy to learn and understand, its like playing with building blocks. The engine is open source and very flexible, easy to make or add addons to the engine. The documentation is really good but im not sure if theres an offline version. Aaand its very lightweight (couple mbs for the entire engine) it lunches fast and due to the fact that its open source, alot of people contribute to the development ontop of the actual devs. I rate it a 9/10, good for 3d games, great for 2d games (wich uses a different, pixel based, rendering engine than 3d, unlike unity2d being just the 3d engine minus the z vector)
I've tried a lot of engines. RPG Maker, Construct 2, Unity, Gamemaker Studio1&2, Godot, Clickteam, and Gdevelop. For 2d games, I think Gamemaker Studio 2 and Godot are the best. GMS2 is a very powerful 2d engine. My favorite example of a quality game that has been made with Gamemaker is the fan game AMR2, the Metroid 2 remake. That's as Metroidvania as you're going to get. That game IMO is on par with something Nintendo would've actually released. It's very high quality.
I really like Godot. My only issue with Godot is the lack of learning sources and that it will be much harder to figure out things in Godot than Gamemaker, simply due to the size of the community and learning material out there. Every Godot tutorial is very, very basic. The other issue I have with Godot is the tilemap system. Gamemaker Studio 2 tilemapping is way more faster and easier to use than Godot.
I'd love to learn Godot. It seems like it has a lot more convenient tools built in. Gamemaker is like the only engine that doesn't have a particle preview window and interface built in. There are a lot of things in Gamemaker that have to be coded from scratch, such as jumpthru platforms. Other engines have it built in. All you have to do is check the jumpthru option. Heck, even simple room fades during room transitions have to be coded from scratch in Gamemaker. I think Clickteam and Construct have all of that built in. Clickteam has a bunch of different fade patterns accessible in the interface with the click of a mouse button.
If you ever do any future Godot tutorials, I hope you use state machines from the start.
I heard gms2 is very easy to learn but can't find much tutorial on youtube :/
so it's still harder to learn than unity coz unity has tons of tutorial videos
klkev, you'll find that most older gamemaker studio tutorials on youtube can be applied to gamemaker studio 2. There are a couple of camera functions that have changed, but pretty much most of the code from older tutorials works in GMS2.
to Robert B
I agree 100% with you. I'm using GameMaker Studio 2 and I realy like it, but:
* Those 2 stupid bugs with Open Dialog crashes GameMaker and intergated help sometimes bugged out.
* Shaders must be written in pseudo GLSL. It's 2018 - Unity, Unreal Engine and even Godot have Visual scripting for writing shaders!
* No UI builder!
* No bone animation tools. No tweening.
* GameMaker Language is very easy, but you easily can shoot yourself in the foot with it! Dynamic everything!
* You can create only ONE type of object, which contains EVERYTHING!
* No particle system
Everithing else is very good. I'm not joking - engine is VERY comfortable!
@Igor- It does have particles, it's just cumbersome because you can only tweak it in code, so you have to compile the game to preview how the particles look. You have to use a third party particle software to preview how your particles look.
I also agree with Heartbeast and you in regards to UI. I really hope that Yo Yo games implements some tools in GMS2 that helps making UI much easier and smoother. So far IMO, coding UI in Gamemaker is a pain. Now that they won't be dedicating a lot of time supporting Gamemaker 1.4, hopefully they'll go all in on GMS2 and start adding quality of life features like that.
Surprised you didn't mention exports. Godot has no console exports, which is what turned me off of learning it.
Matthew Cattron it has support for consoles now.
Matthew Cattron it has some support but nothing like Unity or GM in that regard so that is a pretty big factor to consider.
due to licenses, godot cant provide console exportation, but there are a company from one of the godot creators that export your game to a console if you pay a fee, or if you know how to code, you can implemet the port yourself haha
I am not sure its entirely due to license type, but rather legal set up. Company name, legal backing..ect to get console SDK. Also consider the role of the publisher as it relates to getting a game on a console, as well as their access to the said sdk.
Platform exports are nice, but in reality your average developer won’t use them. They are a special purpose case. Getting your game on a console is not just export it to Switch and list in the store. You have to sign up for their development program, get your game certified, etc.
People think it’s a big deal it’s really not for your average person
Obviously if you have a plan and intend to use them from the start then you need them and that will influence your choice, but I see that getting thrown around a lot just because
I am a bit late to the party here, but I was a great fan of GameMaker. I made my first commercial game in it but I found Construct 3. It was a bit difficult for me to get into Construct but oh man it is such a great engine.
haha yup. I haven't used the other engines much but I've had a little nicer experience making UI in UE4 for instance, rather than GMS2. This makes me reconsider, maybe I should go all in and learn either Unity or Godot and try make my top-down 2D game. I would also like to make a 3D game later in the same setting, thinking about it I imagine it will be like a sequel. It would be easier and faster to know either of the engines already by then.
Godot saved me once.
And then again.
And then again and again.
LÖVE!
INSTEAD 2.4.0
I've created and shipped one small mobile game using GMS. As an experienced programmer I have mixed feelings about it. For my next time I'll learn and use Godot.
You are talking about GameMaker Language? )))
Yep, it's easy but you can fuck it up very easily too.
Igor Sandu yea, the "with" construct which lets you execute blocks of code using one class from the other, as if you were in it, is a mess
Please make more godot tutorials!And add some music on vlogs
!
at the movement, im 15 learning on game maker by following multiple guides on RUclips(Heartbeast,Shaun Spalding) any tips as a young game developer ?
Yes!
GameMaker Studio is a very good engine for beginners and for 2D!
1. There is a cool channel about indie developing (not any specific engine) ruclips.net/channel/UC_hwKJdF3KRAy4QIaiCSMgQ
2. Create little games and show them to friends!
3. Try other engines for fun!
For 2D:
* GameMaker Studio 2
* Construct 2 and 3
* Godot 3
* Unity 2018 (not very good performance for 2D!)
For 3D:
* Unreal Engine 4
* Unity 2018
* Godot 3 (not very good graphics for 3D!)
1- If you do tutorials try changing small parts of them to make them your own
2 - Make games as small as you can make them at first
3 - Do game jams
4 - This is tied to 2 and 3 but learn to scope projects and finish them.
HI, thank you for all the responses i ended up buying your udemy course on 2d rpg heartbeast and so far its great
Hey HeartBeast, what kind of engine should i use if i want to create a similar game to slay the spire? (rogue like, card game, a little bit of story telling in betseen)
i am a rookie still but i have a lot of ideas to apply once i learn properly how to make my own games
tito. Personally I would use Unity or Godot for that.
HeartBeast ty bro, keep up the good content! ❤
I'm working on a space shmup that involves large-scale ship battles in GMS1.4, and the systems involved are getting a lot more complicated/difficult to manage than I had initially anticipated. Wondering if I should try implementing the prototype in Godot and see if the structure suits the game better.
I build all my games in Java - unfortunately, there is no actual game engine for that language but libgdx. After many years I started to build tools and libraries to add functionality to my workflow, however, I notice that for larger games, I really require a game engine of some sort.
That's why I am switching to Godot.
For 2D game (multi genre) what would you recommend? For 2D Open world?
Great video as usual! I am a GMS 1.4 and now (working through your ARPG course on UDEMY) trying to get used to GMS2. Looking at Godot now as well as it runs on Ubuntu on my laptop, but GMS does not run on Linux :\
GameMaker Studio is good for simple 2D games.
If your game is very complicated - Godot 3 or Unity 2018 is better.
Thank you for the reply! so if the game is 2D only, would you consider still Godot for a open world kind of a game?
Yeah use Godot it's good.
I like your video keep on making them