Links: devga.me/guides/what-game-engine-should-i-use-in-2021/ ----------------------------------------------------------------------------------------------------------- *Support* : www.patreon.com/gamefromscratch *GameDev News* : gamefromscratch.com *GameDev Tutorials* : devga.me *Discord* : discord.com/invite/R7tUVbD *Twitter* : twitter.com/gamefromscratch ----------------------------------------------------------------------------------------------------------- *Timeline*: 0:00 Introduction and Overview 0:54 Game Engine to... Land a Job 1:29 Game Engine to... Make Your First 2D Game 3:35 Game Engine to... Artist Creating A Portfolio 4:33 Game Engine to... Work On Open Source 5:12 Game Engine to... Ship a 2D Cross Platform Game 9:08 Game Engine to... Learn How To Make My Own Game Engine 10:46 Game Engine to... Make Your First 3D Game 13:46 Game Engine to... Teach A Child To Create Games 15:31 Game Engine to... Ship A 3D Cross Platform Title 17:08 Game Engine to... Create an HTML5 Game 19:07 Honourable Mentions & Other Engines 26:16 Conclusions
One thing I would like to share is that don't get tutorial-paralyzed. Meaning you keep looking up tutorials and tutorials but you have yet to actually make a game. Don't think of making THE game in your head. Start small. You just learn how to make a character walk? Make a game out of that. Jump? Another game about that. Soon, bit by bit, you realize you can make a full-fledged game with complex mechanics and systems. Start small, be appreciate of that progress and be kind to yourself. All the best to your game development!
@@abuazzan462 if you know have your engine of choice make the most basic game in existence. In Unity? Create a game called “jump over these boxes” where, unsurprisingly, you jump off cubes. Don’t know how to jump? “Don’t fall of the thin cube”, where you have a very thin cube that you walk on. Learned how to interact with cubes? “Poke that cube”. Learned how to make a “spawned” kinda deal? “Watch the cubes fall out of the sky”. Literally anything. As you pick up any new feature, add or make a tiny small game out of it. Nothing special. Just you exploring the mechanic. Slowly you’ll be able to link everything together and before you know the games you’re making are fun!
@@rorymax thanks i'll try this method and i've chosen love2d to work with as my first engine and right now most of my time is devoured learning pixel art but i think a jump the boxes is a great idea for my first game.
@@abuazzan462 as you learn new pixel art techniques and as you improve add those into a game. the game doesnt have to make a whole lot of sense but making art based off an idea is an awesome way to learn. now the game is "jump over the cube decorated with cool pixel art". this approach def helped me. and its something you never stop doing, if you continue you will always be learning new things. best way to solidify understanding and skill imo is just to DO something with it! have an awesome time on your journey! i wish you the best
Again, I promise you, once you learn enough about ONE of these game engines, the easier it is to learn a second or third. You don't have to use one. I have published games from 3.
Soooo true, I have used almost every one of these game engines in the video lol, over time it’s really easy to pick up a new engine. Same concepts different syntax and new places to look for, but it’s all the same basic components (for the most part) Godoy is weird with their node groups, but once u get used to it, it’s not bad
@@McKack Easy solution to slopes. Is just to stop motion on the X and Z axis if its under a certain velocity which is trivial if you actually know any programming. Lol.
@@quincy1351 You just use cross products which is simple. Just make sure you're not rotating the character physics capsule (transform-direct it instead).
Yes this was the exact same thing for me! I tried for years to use unity and unreal. I'd always get overwhelmed. I find Godot is intuitive because when I'm explained how a specific node works or fits into the larger puzzle of a whole scene I never find myself aaking "But why this way?" Instead it's always "Oh yeah that makes sense." I find Godot gently naturally encourages good habits in a way that just feels really seamless. I don't think it's brought up often enough but it made Godot an incredible engine to learn code for someone like me that'd never written a line of code before in their life before using Godot. Then again this is my own subjective experience and it might just be that the structure of Godot works really well with the way I think.
That was one of your best video ,really joyed it .you covered everything someone needs to know starting out in the industry as a beginner I would say. great job
Unity looks like a safe recommendation because it's ubiquitous and everyone is using it, but I'd be wary of it. For several years now, Unity has been in a turbulent state, announcing left and right disruptive new technologies which will completely change the way you use it, but very often those new things won't advance past the lab experiment state. Almost every big aspect of the engine now (GUI system, graphic engine, animation, physics) requires a tough decision because there are multiple, incompatible solutions, and there is no guarantee your choice is the one which is going to be adopted and supported for the long term. If you need a safe, proven industry solution, Unreal is a far better choice IMHO.
@@marksmithcollins absolutely not. If you want to be safe you must go with a widely used engine, with plenty of learning communities, and which had time to mature and become pretty robust. Picking anything besides Unreal and Unity would result in a dumpster fire or random usability issues and limitations, and no information available on how to overcome them.
Unity's makeup may be overwhelming at first, but it's not a tough decision if you just ask. Use The default systems that come with the engine, and maybe a couple of the popular plugins. The built-in render pipeline, gameobject UI, Probuilder, EasySave, etc. Unity's marketing is pushy, but they've reeled it in a little bit that past few months. They now recommend using LTS by default, and they've hidden preview packages more carefully. Anyone with even a tiny bit of experience knows this. You always stick to stable solutions for production, if you can. Unreal is a "safe and proven solution"... for large teams, making large projects. Is that what you are? Probably not. Tell me, how many solo developers do you see shipping games on Unreal? Now, how many with Unity? Why is that number so different? It's because there's a massive part of game dev you just simply don't understand yet. It's called iteration speed. Unreal is awful for solo developers and small teams because of it's scripting dichotomy. You either use visual scripting, or C++. That system works great for large teams that have dedicated programmers and designers, but it leaves you in a horrible spot as a solo developer. C++ has a low level of abstraction, making it extremely difficult to be productive by yourself in such a complex game engine. Visual scripting is also slow to work with, difficult to debug, and difficult to refactor. If you're using it for core production gameplay logic (something you should never do), it will eventually become unmanageable. The worst part about visual scripting, is that you won't notice the tangled mess it's becoming until you're nearing the end of the project. When it's time to polish, or add some of the final tertiary features. You are then confronted with the abject horror of realizing you just weaved your project's noose for the last two years, out of node graphs. You will be forced to nuke it, and start over. Or give up. Unity has it's share of problems, for sure. But as long you aren't jumping on every buzzword package they crap out, you'll be far better off than Unreal. C# hits the abstraction sweet spot for small devs. It's one of the most productive languages in the world, and it isn't that hard to get started with it. Like any starting point in programming, it just takes perseverance.
There is 3x more Unity jobs vs Unreal, but I wouldn't be so sure that it will be easier to get Unity job. I would assume there is many many more Unity devs out there, than Unreal.
Supply and demand. There are many more emerging industry jobs in Unreal. I live in middle america and I see local Unreal job listings and have never seen any Unity. Manufacturing, architectural, TV stations, and one landscaping company.
Unreal is making big waves outside of the games industry, but those are not necessarily game jobs. Most of them are animation jobs. So if that still excites you, go for it.
0:54 if you're trying to get a job in a big-name studio, it's worth noting that they almost all use C++ and will care more about your proficiency in that than in any specific game engine. Obviously, engine experience is a big plus, but it's much quicker to pick up a new game engine (which you may have to do, since many AAA studios use their own tech) than it is to learn the ins and outs of a language as complex as C++.
01:00 Using Unity to land a job puts you in a commodity market. If you prefer another engine for what you believe is a good reason (open source, lighter-weight, whatever), there will be fewer jobs but also less competition for them, and you are likely to end up working with people who share you appreciation for Engine X, whichever one that is.
Most optimized are always custom made engines for specific games. So if you care much about optimisation, better learn more C++ and OpenGL. But that's just how I understand it
Really good video. For me the choice was Unity for four reasons. It is good at making all types of games, so I don't have to relearn a new engine if I want to make a 2D platformer, a quick mobile game or a 3D RPG game. I can code, so Unity allows me to fully take advantage of that. I am not an artist, so the huge amount of free and paid assets in the store helps. No matter what type of game you are making, you can usually find all of the art you need on the store, and then have access to hire artists from there to make unique things for you. And the final thing is, as you mentioned, the ease at which you can build for different platforms is mindblowing. Push a button and you have your game available on like 30 different platforms.
Does your computer need to be shit hot. I recently bought a fairly good ryzen 7 laptop, would this do the job. I like to code and have been meaning to learn c# so that's no problem, but I would struggle with designing the art!! Would love to make an 2d shooter like R type or Raiden and then eventually maybe an Rpg, I love FF7!
It does not to be shit hot, but only mentioning your CPU doesn't help either on the specs of your entire hardware, unreal is the one that is hard on your hardware though
@@lardosian if you are doing 2d games or even cartoony 3d games any computer will work. If you are doing a 3d game with realistic graphics and lighting you will need a decent 3d card... But even then I do most of the programming on my laptop and only use my gaming computer when I need to test the full game.
I am really looking forward to the Bevy game engine. It is one of few game engines using Rust, a programing language that I find interesting, and is designed around an entity component system. It is in early development but I tried to program Pong and it was so intuitive, much more then the Unity version. But it will more be an engine for high performance at cost of convenience.
I still think for employability you want Unreal. Because supply and demand. Yes, Unity has more jobs, but it has *much* more people applying to them. You kick a rock and there are 3 Unity developers underneath. The salaries are also lower, the career prospects more uncertain. It's the same old argument… 10 years ago in web it was, ‘PHP, Python, or Ruby?’ and PHP had an order of magnitude more jobs but they were the less good ones, and with a lot of competition, so I'd say ‘Python or Ruby’ without blinking.
this was really helpful thanks! i have been developing for a while now and was thinking about switching engines this video really helped with that. Keep up the good work!
If anyone is interested in a great cross platform C++ library I would recommend SDL2. I know its far from being a game engine but it's great for using opengl or Vulcan and it has a great 2d rendering API built-in.
There are a couple of 2D game engines that I can't believe you didn't even mention: “Platform Builder Pro” - used to develop “Red Mist: Rivers of Blood” and “Pixel Game Maker MV” - used to develop: “Freedom: Do or Die”; “Someone Cloned The President”; and “Pension Day”. Also, “Dickie A Cumming”. “IF-VN” was used to develop “Dickie A Cumming: The Prequel”. “AI Anomaly” was created using “Platfinity ™”. The above games are all available on Steam. The game engines are generally easier to use than any you featured!
It may vary from person to person but Godot is like the realization of the game engine I've always wanted to do in my dream. Moreover, I can complete the missing parts of my dream, it is great to make integrated extensions and tools that we can intervene everywhere in the editor. You can even make software, not games, with godot. Even Godot's IDE was written with Godot API.
Nice "on the surface" review. Regular viewer of your channel like me won't learning anything new you already said previusly, but it is nice to have this sum up in one video.
I'll be honest, I use unity but I've been also learning godot during the past few months, so for 2d godot works just fine, it's different from unity and it takes me more time to get things done with it but a completely viable. As a matter of fact I ported a 2d game I'm making in unity to godot and I love the tile map of godot and might just stick with it for this project. However I've been working in 3d for tge past weel or so, and I'm not too crazy about it, especially the lighting, but we'll have to wait and see for 4.0 and what it brings. So for 3d I would still say unity have a definitive edge over godot. Anyway I hope this has been useful to someone.
I'm working on learning Unity right now, with future projects in mind, but I am interested in Godot in the future, especially with the option to build on top of it. However, I am an artist first, it will take me some more time to get fluent in the code side of things.
Using Godot, your development efficiency will increase with your proficiency and tool chain. Because you can create the best code and workflow that is suitable for your program, and you don't have to worry about performance problems, because Godot provides you many API with the best performance. The more proficient you are in using UE or unity, the more you can realize the limitations these engines bring to you in terms of development efficiency and development process, because they are designed for traditional workflow and all typesgame at the beginning. it will inevitably bring the problem of redundant functions due to the pursuit of comprehensiveness. In fact, many great game companies use their own engines to create games. Using Godot is more like developing a custom engine for your game. It has enough API, clear IDE and advanced design mode.
You seem to know a lot about Godot, can I ask you...what makes it so limited in the 3D space? I personally want to use Godot, but I don't want to be extremely limited with 3D game design. I don't understand enough about it to know the limitations. But I'd hope they could be circumvented, even if it requires more work. I personally don't want to feel I need to use Unreal, or Unity...when I'd much prefer the OpenSource model.
In terms of landing a job, I think Unity is used more in small, medium studios, while Unreal is used mainly in big studios. That would explain why there is more jobs for Unity. One question is then the financial stability of the employer: small studios tends to come and go. Another question is how valued you will be: in big studios, your programming skills will be less valued, as they have many other programmers and the money to hire another one if your quit. There are many other questions at play, and my point is that it is not as simple as "there are more job offers there".
For JS developers targeting web/mobile Cocos Creator is the path 3D support (in version 3) Native export for ios/android TS and JS support UI widgets ready for all platform Also PC and more intagames platform Phaser is cool, but man, performance on mobile is not great
As a first time game dev I went with Unreal Engine. Community and engine doesn't get enough credit in respect to how easy it is to get started. Its crazy though we have so many engines that are high quality these days though. Id of never thought about making a game 5 years ago. Great vid!
Lumberyard is not completely free, as it comes with a mandatory vendor lock-in to the AWS cloud platform. That may be a small price to pay, or it might be very expensive depending on what one could save by using Azure or GCP for services that might come cheaper.
If someone has absolutely no experience, but the long term goal is to eventually make games that would compete in the more obscure gaming markets such as Star Citizen or Elite Dangerous, what would be your recommendations for getting started?
Roll your own, using OpenGL or Vulkan, if you have never done so and you have the time. It is the ultimate learning experience (and loads of fun). And why did they shape the buttons on the Lego Mindstorm unit as the goatse hole?
Isn't it great! Twenty years ago, a production engine was a multi-million dollar prospect, or roll our own. Today, you would have to hold my wife hostage at gunpoint to force me to create an in-house engine again. And even then... eh, there are lots of women out there. :)
@@wbhtrb3008 I recommend staring at a random woman for like 30 minutes. Follow her if she moves. Then run up behind her and say "I love you! Marry me. This is real." If she just stares at you apprehensively, just point to your van and tell her you've already arranged the basement for her. Chicks dig that.
I watch dozens of these videos and I never get an answer to my very niche problem: What's the most (CPU) performant 2D engine with physics, for PC? If I want to make a roguelike with colossal living worlds with tens of thousands of living, thinking entities, what engine will give me the most CPU juice for that? I tried Unity and the thing takes literal SECONDS on my Ryzen 2600 to update ONE TILE in a not so large tilemap. Few engines seem to support C++, which I'm told is the gold standard for performance. Few engines appear too interested in DOTS. Maybe there are actual benchmarks comparing engine performance? Will I ever have a definitive answer to this question?
Can't tell you which engine is the best for that, I guess you need to test all (free) engine that exist and profile them with the same scene. If your tiles take to long to load it might be a wrong setup of how they get loaded into the scene
Question regarding Pt.3 "Make Your First 2D Game". I'd really appreciate it if someone can tell me which is best in creating a beginner game on the graphical level of 16bit, 4th Gen, Sega MegaDrive/Genesis/SNES. GDevelop was shown as No.1 here, but on their website, I see games more on the level of 8bit, 3rd Gen, Sega Mastersystem/NES style capabilities. On e.g. Godot, on the other hand, I can see more of the 4th Gen, 16bit-level of graphics I'm looking for. So my question is can you guys tell me which programme to use to create a more 4th Console Generation-level game, but still for beginners (sorry if I'm asking a lot). Any help would be appreciated, thanks.
@@swastikarya6118 yes but AAA titles are overworked dogshit that rely on in game currency and skins to float their lazily developed uncreative cash cow of a game
@@Ihavetoreturnsomevideotapes I think you are not an ideal representative of Godot community, can't take constructive criticism, the goal to mention about AAA games was that a AAA title requires complex set of features implemented in engine , focus on performance is also critical in these games.(consider Rockstar titles)
@@swastikarya6118 Hey, Godot doesn't have hit games of course. But it was be populer since 2019, users aren't old then other engines. Now Steam best seller 2d games usually maded by unity, game maker studio or home-made game engines. Unity is developing since 2010, Game Maker Studio is developing since 1999. Time is a very important factor.
another 3 honorable mentions i want to add to this are, in case of unreal engine on 2D would be PaperZD in case of 2D making, and in the case of 2D cross platform the Pixel Studio plugin, those are directly aim for 2D making on unreal. another great choice for game making would be GBStudio, specially with the new version coming up allowing for bigger customization and even GBC game making
Gamemaker has cheap deals, or at least did in the past, I bought several export bundles and others for my Son a couple years ago. He still uses it a lot for game jams. I like godot tho, have been dabbling 3d animation for years, and always liked game dev. focused on mobile.
Was PlayCanvas mentioned at all? I'm a bit worried because after spending quite a long time deciding which engine to use for my project, I settled on PlayCanvas because it seems like it ticks all the boxes I need, but is there some reason you didn't mention it, like any issues with it? Thanks!
Still a great Video in 2022 👍 I feel like Unity is a little stuck with the slowed progress on DOTS so i was looking for ideas to check out alternatives. Probably wont drop Unity but i will check out Stride and Flax.
I think Cocos Creator is better for making HTML games. Because it has an editor and you can create 2d and 3d games. For those who know Unity, it is very good because the editor and its base concepts are very similar to Unity.
What if I'm a hobbyist with a background in software development who doesn't have much time so wants to focus on just one engine that's easy to pick up and wants to start with 2D but maybe later continue to do something 3D without having to change engines? A single engine with the freedom to go anywhere (2D, 3D, networking, high and low performance, etc.) with relative ease, without really knowing where I'll go.
@Gamefromscratch: So, I have a scenario that I'd like some help with: I am attempting to make a top-down 2D pixel-art arcade racing game, and I need a game engine that is: 1. Easy to Use (Flowchart-Based Visual Scripting is a MUST) 2. Low on Total Memory Consumption (In every sense of the phrase) 3. Completely Standalone (Doesn't require external libraries from other sources to function) With all of this in mind, do you know of a 2D game engine that fits all of my criteria?
This is great and very informative video. When it comes to a scenario i would want you to cover, its VR game development. The technology is new and growing, but i think most developer are at a loss on the right tools to the job, for commercial projects or otherwise.
There is only one engine specifically created for MmOs and that’s the Hero engine. Otherwise that decision is more about what backend you choose. The game itself is mostly just a client of whatever tech you use to server your MMO
How would your 2d commercial recommendation change for someone that already has a Game maker license? Got it a while back from humble. Always has me interested but don't tend to see it recommended too much due to that price issue
Used GameMaker Studio 2 before. It's comfortable but the main issue for me - it's outdated in so many things... But it's still capable of making any 2D game. But I would still recommend Godot.
1:25 Do you think that there will be an increase in job opportunities with the Unreal engine since they only charge 5% royalties when gross revenues exceed $1,000,000 USD instead of (I think it was) $5,000? This might have put larger companies off using the Unreal Engine... or, at least, start up game companies.
Many game engines use 3rd party networking solutions. Unity keeps switching theirs, Unreal was built from the ground up around netcode. Godot has a solid set of options here as well
Minecraft programming is one of the best things to get into coding. I'm doing it for almost 8 years now. It has one of the biggest wow factors since you can create something in 5 minutes and already see progress in the game. Absolutely motivating for newbies
Choosing and trying multiple engines is only worth if you want to learn / apply for a job as engine / tool developers. If you want to develop and publish a commercial game as a indie, there is no thing better than Unity because of the massive asset stores/plugins and available tutorials that will significantly cut down your development time cost. Unreal is a good alternative but you need to get used to Unreal c++ (not the vanilla std) or node programming (with blue print). Plus the learning curve can be a bit higher Godot is too far from production ready, especially if you are a beginner. Down the road you will see that you will hit massive big walls that require custom solution, which you cannot find from Godot asset stores (yet)
@@snesmocha I am curious to learn the Unreal. I just don't know if there is a tool that i can use to make a similar interaction like Mixamo. Like for example swapping on motions without the need of changing tab and also be able to direct buy something without the need to leave from the page at all.
@@snesmocha Thank you for the reply. Yes Unreal seems to be the best option to make video like short films and stuff. What i am trying to do is how i can have a light (as much is possible ofc) 3d shop that you can be able to view models and animations and be able to make shopping list and buy them without leaving the web page or on mobile device. Like all in one experience and have a fully interactive type of shop.
Actually looking at love2d reminded me of pygame which is another primarily code base game engine. Which then led me to discover something called monogame. One of the things that turn me off about lua and python is they are "typeless" (though I know some devs don't like types) I prefer having relatively well defined types that the compiler can detect especially if I am looking at someone else's code. Since monogame is C# based I guess it should have type safety as well. Time to look in GFS's library to see if he made a review or tutorial for it.
Can I ask a question to anyone still reading this video? I'm an artist but I don't want to try and get hired by a big studio so I don't want to invest time in Unity / Unreal if they are only for triple A games. I'm not a coder, I suck at understanding code blocks BUT I liked Buildbox and I seem to understand Nodes. So for an artist who wants to make good looking (hopefully playable) games - what is the recommendation from anyone still reading this? Buildbox seems to slow my system horribly - especially if I'm watching a tutorial at the same time. Is there anything else like Buildbox or Unreal Engine's "Blueprint" for node based game making?
Question: Will any of these game engines that allow you to move assets from a program like Blender into the engine to use? I've never coded before, but I have been creating 3d art for awhile, and I was wondering if I could still make my designs in the program I'm familiar with and move it to the game engine to then be used for the game I'm creating, if that makes sense.
Would you recommend child teaching software to someone who is really just starting out? Sometimes these easy step by step approaches can be very fun way to start out..
I work on games as a hobby, but I am a web developer working on internal web apps. They always talk about innovating, and I thought I could cross my game dev interests with something at work. So, do you think Phaser or something else could be used as a 2d interactive training system similar to Work Day's HelpMe? I am a novice in general, so I know I don't have the full scope in mind. Thanks for all the videos, they are great!
so bottomline for me. I am really thinking of learning unity as my first game engine but I don't know C# but on the other side I know C++ but unreal engine seems so heavy for me not as a developer( since I have quiet a good workstation) but the end term user I don't my game to be too heavy. So I want to make a 3d game initially for android then later on for windows and different platform but I'm just not sure whether to start with unreal engine or unity I am so confused. Unreal engine lacking tutorial but then also supporting c++ which as an software engineering student I learned and then the unity which I think is good for my game dev journey but supports C# which i don't know and I think I need to spend extra time on if I want to work on unity. Please help me decide which game engine should I pick or should I just go with godot. Considering most people recommend it for 2d games and I don't want to create 2d games yetI want to create something similar to zelda (if this helps to get what I wanna try to accomplish with the game engine)
I've used Buildbox for my games for years, but unfortunately the updates for the versions are very poor and the support is super slow. That's why I switched to GDevolp and also use construct 3. For 2 d games both engines are great and also very fast to learn.
What about a heavily menu-based mobile game? I'm interested in hearing about different engines/frameworks and what makes their GUI support and features interesting. There are probably interesting options I'd not heard of before. Not set on a language or anything but if it helps to narrow it down I'd like to avoid Javascript. :)
Thanks for the very informative, very detailed video and great advice! Which engines / frameworks, etc. would you recommend for making adventure games and possibly graphic novel style games?
1:09 still that Storm is lit 🔥 I saw someone done similar approach in unity not as good but definitely worth watching. ( Vr on reddit) idk the name. Please don't say unreal has better graphic because both unity & Unreal and most majority of game engine use same middleware frameworks under the hood.
Links:
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*Timeline*:
0:00 Introduction and Overview
0:54 Game Engine to... Land a Job
1:29 Game Engine to... Make Your First 2D Game
3:35 Game Engine to... Artist Creating A Portfolio
4:33 Game Engine to... Work On Open Source
5:12 Game Engine to... Ship a 2D Cross Platform Game
9:08 Game Engine to... Learn How To Make My Own Game Engine
10:46 Game Engine to... Make Your First 3D Game
13:46 Game Engine to... Teach A Child To Create Games
15:31 Game Engine to... Ship A 3D Cross Platform Title
17:08 Game Engine to... Create an HTML5 Game
19:07 Honourable Mentions & Other Engines
26:16 Conclusions
underrated channel
In the end of choice we just starting to create our own game engine))
I’m going to do that as a video in the future
Show ItsMagic Engine. It's a android game engine
Good informative vid. This was really interesting to watch.👍
One thing I would like to share is that don't get tutorial-paralyzed. Meaning you keep looking up tutorials and tutorials but you have yet to actually make a game. Don't think of making THE game in your head. Start small. You just learn how to make a character walk? Make a game out of that. Jump? Another game about that. Soon, bit by bit, you realize you can make a full-fledged game with complex mechanics and systems. Start small, be appreciate of that progress and be kind to yourself. All the best to your game development!
Very valuable advice
could you go a bit more indepth about this im kinda stuck at this tutorial paralysation and i'm kind of overwhelmed
@@abuazzan462 if you know have your engine of choice make the most basic game in existence. In Unity? Create a game called “jump over these boxes” where, unsurprisingly, you jump off cubes. Don’t know how to jump? “Don’t fall of the thin cube”, where you have a very thin cube that you walk on. Learned how to interact with cubes? “Poke that cube”. Learned how to make a “spawned” kinda deal? “Watch the cubes fall out of the sky”. Literally anything. As you pick up any new feature, add or make a tiny small game out of it. Nothing special. Just you exploring the mechanic. Slowly you’ll be able to link everything together and before you know the games you’re making are fun!
@@rorymax thanks i'll try this method and i've chosen love2d to work with as my first engine and right now most of my time is devoured learning pixel art but i think a jump the boxes is a great idea for my first game.
@@abuazzan462 as you learn new pixel art techniques and as you improve add those into a game. the game doesnt have to make a whole lot of sense but making art based off an idea is an awesome way to learn. now the game is "jump over the cube decorated with cool pixel art". this approach def helped me. and its something you never stop doing, if you continue you will always be learning new things. best way to solidify understanding and skill imo is just to DO something with it! have an awesome time on your journey! i wish you the best
The GDevelop team is happy to welcome new people creating games!
oh hi there!
BRUUUH
💙
You are awesome dudes !
@Colin Smith I am thinking to shift to Gdevelop, please tell me, is it good to create commercial games?
Again, I promise you, once you learn enough about ONE of these game engines, the easier it is to learn a second or third. You don't have to use one. I have published games from 3.
Soooo true, I have used almost every one of these game engines in the video lol, over time it’s really easy to pick up a new engine. Same concepts different syntax and new places to look for, but it’s all the same basic components (for the most part) Godoy is weird with their node groups, but once u get used to it, it’s not bad
me: what time is it?
mike: it’s the Godot game engine.
Slopes enters chat.
Godot disconnected...
@@McKack I don't use Godot but if you can't do slopes, that's entirely your fault. People suffer the same issue with unity which is what I use.
@@McKack Easy solution to slopes. Is just to stop motion on the X and Z axis if its under a certain velocity which is trivial if you actually know any programming. Lol.
@@quincy1351 You just use cross products which is simple. Just make sure you're not rotating the character physics capsule (transform-direct it instead).
Godot has been very intuitive. I'm making 2D games and I've tried unreal and unity and I can see why they say to use Godot. So intuitive!
Intuitive how? I use unity but I’ve heard a lot about godot
Doing the same. Unity seemed like too big of a jump for me. Godot helped me get up and running much sooner
godot is amazing for game jams
Yes this was the exact same thing for me! I tried for years to use unity and unreal. I'd always get overwhelmed.
I find Godot is intuitive because when I'm explained how a specific node works or fits into the larger puzzle of a whole scene I never find myself aaking
"But why this way?"
Instead it's always "Oh yeah that makes sense."
I find Godot gently naturally encourages good habits in a way that just feels really seamless. I don't think it's brought up often enough but it made Godot an incredible engine to learn code for someone like me that'd never written a line of code before in their life before using Godot.
Then again this is my own subjective experience and it might just be that the structure of Godot works really well with the way I think.
Agreed
Haha, when it comes to game engines your channel is a dictionary!
Game engine comparison videos are my favourite game engine vidoes.
That was one of your best video ,really joyed it .you covered everything someone needs to know starting out in the industry as a beginner I would say.
great job
Unity looks like a safe recommendation because it's ubiquitous and everyone is using it, but I'd be wary of it. For several years now, Unity has been in a turbulent state, announcing left and right disruptive new technologies which will completely change the way you use it, but very often those new things won't advance past the lab experiment state. Almost every big aspect of the engine now (GUI system, graphic engine, animation, physics) requires a tough decision because there are multiple, incompatible solutions, and there is no guarantee your choice is the one which is going to be adopted and supported for the long term. If you need a safe, proven industry solution, Unreal is a far better choice IMHO.
These are exactly my thoughts
If you need safe approach, choose smaller one rather than Unreal....
@@marksmithcollins why? That doesn't make sense. When unreal has such amazing low royalties
@@marksmithcollins absolutely not. If you want to be safe you must go with a widely used engine, with plenty of learning communities, and which had time to mature and become pretty robust. Picking anything besides Unreal and Unity would result in a dumpster fire or random usability issues and limitations, and no information available on how to overcome them.
Unity's makeup may be overwhelming at first, but it's not a tough decision if you just ask. Use The default systems that come with the engine, and maybe a couple of the popular plugins. The built-in render pipeline, gameobject UI, Probuilder, EasySave, etc. Unity's marketing is pushy, but they've reeled it in a little bit that past few months. They now recommend using LTS by default, and they've hidden preview packages more carefully. Anyone with even a tiny bit of experience knows this. You always stick to stable solutions for production, if you can.
Unreal is a "safe and proven solution"... for large teams, making large projects. Is that what you are? Probably not. Tell me, how many solo developers do you see shipping games on Unreal? Now, how many with Unity? Why is that number so different?
It's because there's a massive part of game dev you just simply don't understand yet. It's called iteration speed. Unreal is awful for solo developers and small teams because of it's scripting dichotomy. You either use visual scripting, or C++. That system works great for large teams that have dedicated programmers and designers, but it leaves you in a horrible spot as a solo developer.
C++ has a low level of abstraction, making it extremely difficult to be productive by yourself in such a complex game engine. Visual scripting is also slow to work with, difficult to debug, and difficult to refactor. If you're using it for core production gameplay logic (something you should never do), it will eventually become unmanageable. The worst part about visual scripting, is that you won't notice the tangled mess it's becoming until you're nearing the end of the project. When it's time to polish, or add some of the final tertiary features. You are then confronted with the abject horror of realizing you just weaved your project's noose for the last two years, out of node graphs. You will be forced to nuke it, and start over. Or give up.
Unity has it's share of problems, for sure. But as long you aren't jumping on every buzzword package they crap out, you'll be far better off than Unreal. C# hits the abstraction sweet spot for small devs. It's one of the most productive languages in the world, and it isn't that hard to get started with it. Like any starting point in programming, it just takes perseverance.
Love2D is AWESOME!
For level design, Love with the tiled implementation library (STI) is very good.
There is 3x more Unity jobs vs Unreal, but I wouldn't be so sure that it will be easier to get Unity job. I would assume there is many many more Unity devs out there, than Unreal.
Supply and demand. There are many more emerging industry jobs in Unreal. I live in middle america and I see local Unreal job listings and have never seen any Unity. Manufacturing, architectural, TV stations, and one landscaping company.
Unreal is making big waves outside of the games industry, but those are not necessarily game jobs. Most of them are animation jobs. So if that still excites you, go for it.
0:54 if you're trying to get a job in a big-name studio, it's worth noting that they almost all use C++ and will care more about your proficiency in that than in any specific game engine. Obviously, engine experience is a big plus, but it's much quicker to pick up a new game engine (which you may have to do, since many AAA studios use their own tech) than it is to learn the ins and outs of a language as complex as C++.
C++ isn't as complex if you start with C. Hell I'd argue that C is easier than Python, even though I'm a Python programmer myself.
@@OmegaF77 excuse me ? C easier than python? Assembly is easier than python aswell? U are tripping.
01:00 Using Unity to land a job puts you in a commodity market. If you prefer another engine for what you believe is a good reason (open source, lighter-weight, whatever), there will be fewer jobs but also less competition for them, and you are likely to end up working with people who share you appreciation for Engine X, whichever one that is.
This
Wow, It is a cool opinion!
I love Godot (more than friends)
I am a construct user but I like Godot Community
love the godot community more than friends
The only problem for me with the engine is the amount of bugs especially with C#
@@vickylance Those known bugs in the code that disappear when reopen VSC?
@@toooot That is one. But I am talking about several breaking bugs in C# port to the point where its a blocker and have to use GDscript instead.
I would really appreciate a category / recommendation for the most optimized engines. (2d and 3d)
Most optimized are always custom made engines for specific games. So if you care much about optimisation, better learn more C++ and OpenGL. But that's just how I understand it
Really good video. For me the choice was Unity for four reasons. It is good at making all types of games, so I don't have to relearn a new engine if I want to make a 2D platformer, a quick mobile game or a 3D RPG game. I can code, so Unity allows me to fully take advantage of that. I am not an artist, so the huge amount of free and paid assets in the store helps. No matter what type of game you are making, you can usually find all of the art you need on the store, and then have access to hire artists from there to make unique things for you. And the final thing is, as you mentioned, the ease at which you can build for different platforms is mindblowing. Push a button and you have your game available on like 30 different platforms.
Does your computer need to be shit hot. I recently bought a fairly good ryzen 7 laptop, would this do the job. I like to code and have been meaning to learn c# so that's no problem, but I would struggle with designing the art!! Would love to make an 2d shooter like R type or Raiden and then eventually maybe an Rpg, I love FF7!
It does not to be shit hot, but only mentioning your CPU doesn't help either on the specs of your entire hardware, unreal is the one that is hard on your hardware though
@@lardosian if you are doing 2d games or even cartoony 3d games any computer will work. If you are doing a 3d game with realistic graphics and lighting you will need a decent 3d card... But even then I do most of the programming on my laptop and only use my gaming computer when I need to test the full game.
@@PeterSedesse Thanks Peter.
Defold is amazing for 2D/2.5D games. It was used for Candy Crush
Farm Heroes Saga and all games from King
That was very lucid and complete, and identified all the important starting points, and was quite unbiased too. Great job.
I am really looking forward to the Bevy game engine. It is one of few game engines using Rust, a programing language that I find interesting, and is designed around an entity component system. It is in early development but I tried to program Pong and it was so intuitive, much more then the Unity version. But it will more be an engine for high performance at cost of convenience.
Could you do a video on Pixel 2D for Unreal?
Its a plugin thats supposed to be a huge advancement on Paper2D, they were even awarded an Megagrant.
I still think for employability you want Unreal. Because supply and demand. Yes, Unity has more jobs, but it has *much* more people applying to them. You kick a rock and there are 3 Unity developers underneath. The salaries are also lower, the career prospects more uncertain. It's the same old argument… 10 years ago in web it was, ‘PHP, Python, or Ruby?’ and PHP had an order of magnitude more jobs but they were the less good ones, and with a lot of competition, so I'd say ‘Python or Ruby’ without blinking.
this was really helpful thanks! i have been developing for a while now and was thinking about switching engines this video really helped with that. Keep up the good work!
If anyone is interested in a great cross platform C++ library I would recommend SDL2. I know its far from being a game engine but it's great for using opengl or Vulcan and it has a great 2d rendering API built-in.
There are a couple of 2D game engines that I can't believe you didn't even mention: “Platform Builder Pro” - used to develop “Red Mist: Rivers of Blood” and “Pixel Game Maker MV” - used to develop: “Freedom: Do or Die”; “Someone Cloned The President”; and “Pension Day”. Also, “Dickie A Cumming”. “IF-VN” was used to develop “Dickie A Cumming: The Prequel”. “AI Anomaly” was created using “Platfinity ™”. The above games are all available on Steam. The game engines are generally easier to use than any you featured!
It may vary from person to person but Godot is like the realization of the game engine I've always wanted to do in my dream. Moreover, I can complete the missing parts of my dream, it is great to make integrated extensions and tools that we can intervene everywhere in the editor. You can even make software, not games, with godot. Even Godot's IDE was written with Godot API.
Nice "on the surface" review. Regular viewer of your channel like me won't learning anything new you already said previusly, but it is nice to have this sum up in one video.
Yeah kinda ironic making a video that regulars won't really need because they're regulars. ;)
I'll be honest, I use unity but I've been also learning godot during the past few months, so for 2d godot works just fine, it's different from unity and it takes me more time to get things done with it but a completely viable. As a matter of fact I ported a 2d game I'm making in unity to godot and I love the tile map of godot and might just stick with it for this project. However I've been working in 3d for tge past weel or so, and I'm not too crazy about it, especially the lighting, but we'll have to wait and see for 4.0 and what it brings. So for 3d I would still say unity have a definitive edge over godot.
Anyway I hope this has been useful to someone.
Glad you haven't forgotten about Love2D
I'm working on learning Unity right now, with future projects in mind, but I am interested in Godot in the future, especially with the option to build on top of it. However, I am an artist first, it will take me some more time to get fluent in the code side of things.
Using Godot, your development efficiency will increase with your proficiency and tool chain. Because you can create the best code and workflow that is suitable for your program, and you don't have to worry about performance problems, because Godot provides you many API with the best performance. The more proficient you are in using UE or unity, the more you can realize the limitations these engines bring to you in terms of development efficiency and development process, because they are designed for traditional workflow and all typesgame at the beginning. it will inevitably bring the problem of redundant functions due to the pursuit of comprehensiveness. In fact, many great game companies use their own engines to create games. Using Godot is more like developing a custom engine for your game. It has enough API, clear IDE and advanced design mode.
You seem to know a lot about Godot, can I ask you...what makes it so limited in the 3D space?
I personally want to use Godot, but I don't want to be extremely limited with 3D game design.
I don't understand enough about it to know the limitations. But I'd hope they could be circumvented,
even if it requires more work. I personally don't want to feel I need to use Unreal, or Unity...when I'd
much prefer the OpenSource model.
In terms of landing a job, I think Unity is used more in small, medium studios, while Unreal is used mainly in big studios. That would explain why there is more jobs for Unity. One question is then the financial stability of the employer: small studios tends to come and go. Another question is how valued you will be: in big studios, your programming skills will be less valued, as they have many other programmers and the money to hire another one if your quit. There are many other questions at play, and my point is that it is not as simple as "there are more job offers there".
For JS developers targeting web/mobile Cocos Creator is the path
3D support (in version 3)
Native export for ios/android
TS and JS support
UI widgets ready for all platform
Also PC and more intagames platform
Phaser is cool, but man, performance on mobile is not great
thanks. any videos on buildbox?
As a first time game dev I went with Unreal Engine. Community and engine doesn't get enough credit in respect to how easy it is to get started. Its crazy though we have so many engines that are high quality these days though. Id of never thought about making a game 5 years ago. Great vid!
Lumberyard is not completely free, as it comes with a mandatory vendor lock-in to the AWS cloud platform. That may be a small price to pay, or it might be very expensive depending on what one could save by using Azure or GCP for services that might come cheaper.
If someone has absolutely no experience, but the long term goal is to eventually make games that would compete in the more obscure gaming markets such as Star Citizen or Elite Dangerous, what would be your recommendations for getting started?
Always love your videos so informative and interesting thanks
Roll your own, using OpenGL or Vulkan, if you have never done so and you have the time. It is the ultimate learning experience (and loads of fun). And why did they shape the buttons on the Lego Mindstorm unit as the goatse hole?
Isn't it great! Twenty years ago, a production engine was a multi-million dollar prospect, or roll our own. Today, you would have to hold my wife hostage at gunpoint to force me to create an in-house engine again. And even then... eh, there are lots of women out there. :)
women?
@@wbhtrb3008 Uh huh. I think they exist, right? Wait, let me check my browser history.
@@wesc6755 well, i am not married hhhhhhh
@@wbhtrb3008 I recommend staring at a random woman for like 30 minutes. Follow her if she moves. Then run up behind her and say "I love you! Marry me. This is real." If she just stares at you apprehensively, just point to your van and tell her you've already arranged the basement for her.
Chicks dig that.
@@wesc6755 i think that she will slap me and call the police hh, ok i will try
What would you suggest for a driving/racing game? Oddly, one where I'd want to limit controls to just forward and swerve....very arcady, no realism.
I watch dozens of these videos and I never get an answer to my very niche problem: What's the most (CPU) performant 2D engine with physics, for PC? If I want to make a roguelike with colossal living worlds with tens of thousands of living, thinking entities, what engine will give me the most CPU juice for that? I tried Unity and the thing takes literal SECONDS on my Ryzen 2600 to update ONE TILE in a not so large tilemap. Few engines seem to support C++, which I'm told is the gold standard for performance. Few engines appear too interested in DOTS.
Maybe there are actual benchmarks comparing engine performance? Will I ever have a definitive answer to this question?
Can't tell you which engine is the best for that, I guess you need to test all (free) engine that exist and profile them with the same scene. If your tiles take to long to load it might be a wrong setup of how they get loaded into the scene
Question regarding Pt.3 "Make Your First 2D Game". I'd really appreciate it if someone can tell me which is best in creating a beginner game on the graphical level of 16bit, 4th Gen, Sega MegaDrive/Genesis/SNES. GDevelop was shown as No.1 here, but on their website, I see games more on the level of 8bit, 3rd Gen, Sega Mastersystem/NES style capabilities. On e.g. Godot, on the other hand, I can see more of the 4th Gen, 16bit-level of graphics I'm looking for. So my question is can you guys tell me which programme to use to create a more 4th Console Generation-level game, but still for beginners (sorry if I'm asking a lot). Any help would be appreciated, thanks.
Godot has more fans these days than it used to have earlier.
Not a lot of fans to be honest, All major AAA titles are either on Unreal, Unity or on custom written engine.
@@swastikarya6118 yes but AAA titles are overworked dogshit that rely on in game currency and skins to float their lazily developed uncreative cash cow of a game
@@Ihavetoreturnsomevideotapes I think you are not an ideal representative of Godot community, can't take constructive criticism, the goal to mention about AAA games was that a AAA title requires complex set of features implemented in engine , focus on performance is also critical in these games.(consider Rockstar titles)
@@swastikarya6118 Hey, Godot doesn't have hit games of course. But it was be populer since 2019, users aren't old then other engines. Now Steam best seller 2d games usually maded by unity, game maker studio or home-made game engines. Unity is developing since 2010, Game Maker Studio is developing since 1999. Time is a very important factor.
another 3 honorable mentions i want to add to this are, in case of unreal engine on 2D would be PaperZD in case of 2D making, and in the case of 2D cross platform the Pixel Studio plugin, those are directly aim for 2D making on unreal. another great choice for game making would be GBStudio, specially with the new version coming up allowing for bigger customization and even GBC game making
Gamemaker has cheap deals, or at least did in the past, I bought several export bundles and others for my Son a couple years ago. He still uses it a lot for game jams. I like godot tho, have been dabbling 3d animation for years, and always liked game dev. focused on mobile.
This channel has so many subscribers. I didn't realise there were so many people interested in making games like me.
I read somewhere that Unity is really not that great for working with low-res pixel art. Can you confirm this?
Great explanation, very nice video in this madness off game engines good job keep going and good luck!!
Amazing Video as always 😭
3:38
Gamesfromscratch: The answer is…
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What engine would you use if you want to make your own mini CAD 3D?
What about Flax?
Was PlayCanvas mentioned at all? I'm a bit worried because after spending quite a long time deciding which engine to use for my project, I settled on PlayCanvas because it seems like it ticks all the boxes I need, but is there some reason you didn't mention it, like any issues with it? Thanks!
You didn’t mention VR or AR or XR at all?
Simmetri ( store.steampowered.com/app/547120/Simmetri/ )
wat is with the UPBGE the EEVEE supported Blender Game Engine
Still a great Video in 2022 👍
I feel like Unity is a little stuck with the slowed progress on DOTS so i was looking for ideas to check out alternatives. Probably wont drop Unity but i will check out Stride and Flax.
I think Cocos Creator is better for making HTML games. Because it has an editor and you can create 2d and 3d games. For those who know Unity, it is very good because the editor and its base concepts are very similar to Unity.
What if I'm a hobbyist with a background in software development who doesn't have much time so wants to focus on just one engine that's easy to pick up and wants to start with 2D but maybe later continue to do something 3D without having to change engines? A single engine with the freedom to go anywhere (2D, 3D, networking, high and low performance, etc.) with relative ease, without really knowing where I'll go.
Thanks for a great and very comprehensive overview.
Best regards
@Gamefromscratch:
So, I have a scenario that I'd like some help with:
I am attempting to make a top-down 2D pixel-art arcade racing game, and I need a game engine that is:
1. Easy to Use (Flowchart-Based Visual Scripting is a MUST)
2. Low on Total Memory Consumption (In every sense of the phrase)
3. Completely Standalone (Doesn't require external libraries from other sources to function)
With all of this in mind, do you know of a 2D game engine that fits all of my criteria?
what about using bolt exclusively? Are the drawbacks similar to buildbox?
The longer you spend choosing the engine the less life you'll have left for making games.
True
i'm going with phaser becausee it's both used for apps and web you can make a html5 game and you can make a app for ios and android
This is great and very informative video. When it comes to a scenario i would want you to cover, its VR game development. The technology is new and growing, but i think most developer are at a loss on the right tools to the job, for commercial projects or otherwise.
What would you recommend for beginners who want to make something like Minecraft or Vintage Story?
Which engine you would choose for MMO ? (3D)
There is only one engine specifically created for MmOs and that’s the Hero engine.
Otherwise that decision is more about what backend you choose. The game itself is mostly just a client of whatever tech you use to server your MMO
@@gamefromscratch Is Unity MMO Asset good option , like uMMOrpg ,Atavsism ?
Honestly don’t have the experience to answer that.
@@gamefromscratch okay thanks
@@ab-mj1tx Ureal engine is your right choice, but Unity can make some mmo games too(Valheim, Rust, Escape from Tarkov, Fall guys, Albion online)
How would your 2d commercial recommendation change for someone that already has a Game maker license? Got it a while back from humble. Always has me interested but don't tend to see it recommended too much due to that price issue
Used GameMaker Studio 2 before.
It's comfortable but the main issue for me - it's outdated in so many things...
But it's still capable of making any 2D game.
But I would still recommend Godot.
1:25 Do you think that there will be an increase in job opportunities with the Unreal engine since they only charge 5% royalties when gross revenues exceed $1,000,000 USD instead of (I think it was) $5,000? This might have put larger companies off using the Unreal Engine... or, at least, start up game companies.
What is best engine for biginner - unity or godot for 3D games? 🤔
What about multipler games what game engine is good for this?
Many game engines use 3rd party networking solutions. Unity keeps switching theirs, Unreal was built from the ground up around netcode. Godot has a solid set of options here as well
@@gamefromscratch ok thenx for the answer
@@watercat1248 Thanks*
Good to get into habit of spelling correctly if you heading into programming.
Wow, a mention to the Core Game engine, WITHOUT sponsorship. Well done sir. I actually like core
What I have learned from experience at the Fashion Institute of Technology University.
When it comes to coding, what are your strengths?
So helpful. Congratulations. Thanks.
super nice! Thank you!
What's the name of the book to learn about game engines using Ogre?
It's most likely "Game Engine Architecture" by Jason Gregory
@@rostislavvorobev4619 yep its that one. Although it does not delve into OGRE very deeply. But the book is highly recommended.
Minecraft programming is one of the best things to get into coding. I'm doing it for almost 8 years now. It has one of the biggest wow factors since you can create something in 5 minutes and already see progress in the game. Absolutely motivating for newbies
Choosing and trying multiple engines is only worth if you want to learn / apply for a job as engine / tool developers.
If you want to develop and publish a commercial game as a indie, there is no thing better than Unity because of the massive asset stores/plugins and available tutorials that will significantly cut down your development time cost.
Unreal is a good alternative but you need to get used to Unreal c++ (not the vanilla std) or node programming (with blue print). Plus the learning curve can be a bit higher
Godot is too far from production ready, especially if you are a beginner. Down the road you will see that you will hit massive big walls that require custom solution, which you cannot find from Godot asset stores (yet)
What is the best engine for making a 3d shop with similar interface like Sketchfab and Mixamo? That does not need use of coding.
Unreal?
@@snesmocha I am curious to learn the Unreal. I just don't know if there is a tool that i can use to make a similar interaction like Mixamo. Like for example swapping on motions without the need of changing tab and also be able to direct buy something without the need to leave from the page at all.
@@JagoJGK1981 I’m honestly not sure about your needs, I only really use it for artistry and
Making short animated films
@@snesmocha Thank you for the reply. Yes Unreal seems to be the best option to make video like short films and stuff. What i am trying to do is how i can have a light (as much is possible ofc) 3d shop that you can be able to view models and animations and be able to make shopping list and buy them without leaving the web page or on mobile device. Like all in one experience and have a fully interactive type of shop.
@@JagoJGK1981 actually... yeah it could be used as it, unity’s net code is well, garbage and ue4s premade netcode is probably one of the greatest
Raspberry Pi - if you want to make something that will run on it?
Actually looking at love2d reminded me of pygame which is another primarily code base game engine. Which then led me to discover something called monogame. One of the things that turn me off about lua and python is they are "typeless" (though I know some devs don't like types) I prefer having relatively well defined types that the compiler can detect especially if I am looking at someone else's code. Since monogame is C# based I guess it should have type safety as well. Time to look in GFS's library to see if he made a review or tutorial for it.
Defold looks good. But for a web game engine choosing Lua over typescript is a real headscratcher. I guess I'll keep working on my engine.
Defold wasn’t my choice for web games, it was my choice for 2d cross platform commercial games. Phaser was the 2d web winner
@@gamefromscratch I know. I was just making an observation about Defold.
Can I ask a question to anyone still reading this video? I'm an artist but I don't want to try and get hired by a big studio so I don't want to invest time in Unity / Unreal if they are only for triple A games.
I'm not a coder, I suck at understanding code blocks BUT I liked Buildbox and I seem to understand Nodes. So for an artist who wants to make good looking (hopefully playable) games - what is the recommendation from anyone still reading this?
Buildbox seems to slow my system horribly - especially if I'm watching a tutorial at the same time. Is there anything else like Buildbox or Unreal Engine's "Blueprint" for node based game making?
@Gamefromscratch is Unity still the best option for getting a job or it has been surpassed by UE?
Thank you. Very useful video. Subbed
Question: Will any of these game engines that allow you to move assets from a program like Blender into the engine to use? I've never coded before, but I have been creating 3d art for awhile, and I was wondering if I could still make my designs in the program I'm familiar with and move it to the game engine to then be used for the game I'm creating, if that makes sense.
unity, unreal, and godot out of the box. and probably all others. godot seems to take a lot of influence from blender.
21:52 I hope it's more stable than year ago as it's very interesting alternative for making 3D games.
Basically my dream game would be a total war type of game. Which one should I pick, or am I doomed to write my own engine for that?
Would you recommend child teaching software to someone who is really just starting out? Sometimes these easy step by step approaches can be very fun way to start out..
I work on games as a hobby, but I am a web developer working on internal web apps. They always talk about innovating, and I thought I could cross my game dev interests with something at work.
So, do you think Phaser or something else could be used as a 2d interactive training system similar to Work Day's HelpMe? I am a novice in general, so I know I don't have the full scope in mind.
Thanks for all the videos, they are great!
so bottomline for me. I am really thinking of learning unity as my first game engine but I don't know C# but on the other side I know C++ but unreal engine seems so heavy for me not as a developer( since I have quiet a good workstation) but the end term user I don't my game to be too heavy. So I want to make a 3d game initially for android then later on for windows and different platform but I'm just not sure whether to start with unreal engine or unity I am so confused. Unreal engine lacking tutorial but then also supporting c++ which as an software engineering student I learned and then the unity which I think is good for my game dev journey but supports C# which i don't know and I think I need to spend extra time on if I want to work on unity. Please help me decide which game engine should I pick or should I just go with godot. Considering most people recommend it for 2d games and I don't want to create 2d games yetI want to create something similar to zelda (if this helps to get what I wanna try to accomplish with the game engine)
I've used Buildbox for my games for years, but unfortunately the updates for the versions are very poor and the support is super slow. That's why I switched to GDevolp and also use construct 3. For 2 d games both engines are great and also very fast to learn.
What about a heavily menu-based mobile game? I'm interested in hearing about different engines/frameworks and what makes their GUI support and features interesting. There are probably interesting options I'd not heard of before. Not set on a language or anything but if it helps to narrow it down I'd like to avoid Javascript. :)
And for VR?
so you prefer GDevelop to construct 3?
Thanks for the very informative, very detailed video and great advice! Which engines / frameworks, etc. would you recommend for making adventure games and possibly graphic novel style games?
1:09 still that Storm is lit 🔥
I saw someone done similar approach in unity not as good but definitely worth watching. ( Vr on reddit) idk the name. Please don't say unreal has better graphic because both unity & Unreal and most majority of game engine use same middleware frameworks under the hood.
so defold or godot for a 2d story sidescroller?
And about Darkplaces Quake engine and ioquake3 engine?
Good video.