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It's more awkward than it needs to be in godot.Ĭreating an instance is somewhat more complicated in godot. or more realistically, make a script to turn placeholder tiles from a tilemap into actual interactable entities. If I want a platformer level with a hundred coins in Godot I have to copypaste that coin a hundred times, moving it to the correct location each time. Placing lots of objects in a GM room is smoother than placing lots of nodes in a Godot scene. Lot of tutorials and scripts for GM, like those on and for godot plenty of tutorials and addons like Dialogic and SmartShape2D. I get the impression that both engines have pretty lively and useful communities. They're an absolute godsend for myriad different uses. It seems that GM doesn't have vectors yet.
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Godot can competently make 3D games, that's a pretty huge boon. Objects, sprites and rooms are I think much faster to start with than godot's universal nodes and scenes, but leads to friction when you want more complex structures like a character with multiple hitboxes or a dungeon comprised of multiple small rooms. You can just middle click/control click on anything and get the page up, that's great. Other random notes:ĭocumentation of the two engines seems about equivalent. So apply salt to my words where appropriate. I hear whispers in the wind that GM has improved further since then so perhaps my info is out of date.
#Gamemaker studio 2 games for free
I'd since used GMS2 for a jam when it was briefly usable for free and I didn't see anything that made me feel it was worth reaching for my wallet. GMS2 came out around that time and I didn't fancy paying again for a slightly improved version of more of the same. Godot's control nodes make the process actively enjoyable since a lot of the menial work like things aligning correctly, or detecting clicks, is handled for you like it is when making websites. Making an inventory system or a glossary I found much like pulling teeth or eating veggies. I'd had a terrible and vile time working with more than the most simple UI in GM. Yeah so I switched from GM to godot a handful of years ago for what I think is two main reasons: No built in accessible 3D (compared to the 2D)Īnimation end event should just be a function. Subscription based now (although free to use until export is good)ĭelta timing is not easy to implement Here's an article that discusses the problems
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like drawing them to the GUI layerĬameras/views/surfaces/scaling is very convoluted. Sequences seem disconnected from other features. There's plenty of tutorials but they all have major drawbacks in one way or another.
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making moving platforms in a platformer game, its something that a lot of people will try and do for their first game but there's no decent solution to it. Lots of things which are standard in 2d games which should be straightforward seem overcomplicated. middle clicking on a function to get a great description and example works well and i love the fact that i can see the function at the bottom of the window + the variables required without needing to open the docs (I find this very jarring on Godot). The discord is has helpful people too (Gizmo, Pope and Space <3)ĭocs are great. I used the subreddit for a lot of issues starting out and spent around 6 months trying to help 1 unsolved to solved thread a day myself. Honestly GMs best feature is its community. Very accessible, lots of complete tutorials on Youtube (Shoutouts to Shaun and Friendl圜osmo among many others) We thank you for your thoughts and for your help in creating the best possible resource document for GameMaker Studio. This post will remain stickied for 1 week. Next week we will pair GameMaker against other platforms. Remember, we are comparing GameMaker to Godot only. Feel free to praise Godot over GMS, just please explain why and stick to personal experiences and not rumors or hearsay. We DO NOT want to hear overly negative statements towards other users, groups of users or overly critical opinions of either software. We want to hear as many different opinions regarding as many aspects as possible. Of course opinions on these topics will differ and that is a good thing. GIANT NOTE: this thread will be HEAVILY modded. You may also speak about any subject that is relevant to this overall topic. Here are some subjects we would like to see compared between GMS and Godot:Įase of learning (from a new user perspective) If you have meaningful experience using both GameMaker and Godot we would love to hear from you here in this post. We would like to describe the pros and cons of each platform in this document. One of the sections of this document deals with the differences between the most popular game development platforms. This document will be a one-stop shop for all frequently asked questions and general advice regarding GameMaker. We are creating a new document here at r/gamemaker.
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