Godot VS Game Maker: How Do They Compare?

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  • čas přidán 5. 06. 2024
  • Heartbeast's channel: / uheartbeast
    Emilio's channel: / @emi_cpl
    Back us on Kickstarter: www.kickstarter.com/projects/...
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    Godot Explained in 5 minutes: • The Godot Game Engine ...
    Game Maker to Godot dictionary by Emilio: github.com/coppolaemilio/game...
    --
    00:00 Introduction
    00:35 Ben and Emilio's intro
    00:50 Favorite Game Maker features
    01:26 Favorite Godot features
    02:14 GDScript vs GML
    03:29 Most missed Game Maker features
    04:24 The advantages of Godot
    06:12 Advantages of Game Maker
    08:15 Conclusion
    Come chat on Discord ► / discord
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    This video is licensed under the CC-By 4.0 license: creativecommons.org/licenses/...
    You can attribute it to "CC-By 4.0 - GDQuest and contributors - www.gdquest.com/"

Komentáře • 306

  • @uheartbeast
    @uheartbeast Před 3 lety +537

    Thanks for inviting me to help with this video Nathan!

    • @emi_cpl
      @emi_cpl Před 3 lety +14

      Same! It was nice to be alongside you on the video 💪

    • @FeniksGaming
      @FeniksGaming Před 3 lety +1

      I appreciate that you recognised that pros and cons are personal not objective truths. What is a pro for someone may be meaningless for others. For example being free or open source is pro for many for me it's almost meaningless. I don't mind paying for closed source software if it meets my needs. I have chosen Godot because of other things but those often mention advantages mean nothing to me.

    • @matteosmith8647
      @matteosmith8647 Před 3 lety +2

      Hey Ben!!! Awesome collab. So glad to see you being such a prominent part of the Godot scene. You're such an excellent teacher! Your videos have helped me immensely! Thank you.

    • @omjigames
      @omjigames Před 3 lety

      Oi Ben!

    • @leeoswald668
      @leeoswald668 Před 3 lety

      This is the guy who helped me to understand everything
      He knows how to explain 👍

  • @jeffvenancius
    @jeffvenancius Před 3 lety +164

    I've discovered Godot when I was looking for an engine compatible with Linux and it's been great for me ever since. Also, it's very light-weight and that was a big deal for me.

    • @aaronspeedy3087
      @aaronspeedy3087 Před 3 lety +9

      Using Unity on Linux is a Headache,I've always used Godot,and Tried out Unity,and I really don't like it,plus it's compatibility with Godot
      Manjaro Kde btw

    • @kingdratonix1926
      @kingdratonix1926 Před 3 lety +3

      @@aaronspeedy3087 I use manjaro xcfe, and dual booted pop_os

    • @benzenatizineeddine7816
      @benzenatizineeddine7816 Před rokem +1

      Same dude, loved it ever since

  • @GrizzliusMaximus
    @GrizzliusMaximus Před 3 lety +78

    this is by far the best video when comparing the two engines. Most other videos have a bias between the two, this one really shows the pros and cons of both without bias. Thanks Heartbeast and Emilio for the wonderful job of explaining things!

    • @AL-lh2ht
      @AL-lh2ht Před 8 měsíci +2

      This video is extremely out of date now. Gamemaker has massively improved abd Godot has greatly focused on 3d in addition to 2d.

  • @andrechism
    @andrechism Před 3 lety +194

    Wait, it's all icon.png?

    • @emi_cpl
      @emi_cpl Před 3 lety +117

      Always has been 🔫

    • @Baldur1975
      @Baldur1975 Před 3 lety +4

      No it's just a default image.

    • @Gdquest
      @Gdquest  Před 3 lety +52

      That's how all Godot games are made. Primal Light? icon.png. Ex Zodiac? All the ships, all the levels, the bosses: icon.png

    • @uheartbeast
      @uheartbeast Před 3 lety +24

      @@emi_cpl XD

    • @dugtrioramen
      @dugtrioramen Před 3 lety +16

      Someone should release a commercial game with icon.png

  • @Nanaquistillalive
    @Nanaquistillalive Před 3 lety +52

    As a newbie, what I really love in godot engine is that kind of Theatrical atmosphere that you can feel when you put together scenes to make a stage. I have started to imagine for example, singletons to be the stage directors (the background director, the tilemap director, the visual effect director, the switcher scene director, and so on), each packed scene as props or actors that interact in a play and signals as the way all actors and props interact... by thinking in this way, I have started to focus more on the "design" of my play than on hard coding a game. I say thank you to all programmers who made this engine... keep going

    • @explosu
      @explosu Před rokem +1

      Coming from older methods of organizing a project it confuses the crap out of me. It's funny how that works, you get used to thinking one way about something and then everything else just feels like it's getting in the way.

  • @patrickcarter1820
    @patrickcarter1820 Před 3 lety +106

    I would say the biggest advantage to game maker is that it is fun. when I first started I would not have gone through the learning curve of other engines and other more decoupled languages but with game maker and GML there wasn't any hassle, it simply worked like you thought it should. (coming from someone who switched to Unity)

    • @JEsterCW
      @JEsterCW Před 3 lety +19

      To me gm is intuitive

    • @andrehashimoto8056
      @andrehashimoto8056 Před 2 lety +12

      @@JEsterCW
      More like it is catered to users 100% new around Game making or those that ARE REALLY WEAK at coding (i spent a year trying to understand C# and still couldn't understand half of it even in the basic idea of the codes)
      Game Maker helps in making MOST of the stuff easy to read and understand, and helps provide quick feedback on changes made

    • @thanatosor
      @thanatosor Před rokem +4

      GM is fun to work with, I see many devs want to stick around it just for that.
      Unity may be more powerful but it's always more friction and complexity.

    • @ablationer
      @ablationer Před 8 měsíci +3

      GM is also a lot more forgiving with its syntax. Semicolon or not, new line or not, it doesn't care, it *knows* what you're trying to get at, and it just lets you get away with it. It's a breeding ground for bad habits, admittedly, but it's a lot of fun to indulge.

    • @AL-lh2ht
      @AL-lh2ht Před 8 měsíci +6

      This video is extremely out of date now. Gamemaker has massively improved abd Godot has greatly focused on 3d in addition to 2d.

  • @rungeon83
    @rungeon83 Před 3 lety +151

    How do they compare "Both guys used, game maker and decided to leave it for Godot", I think that answers your question.
    However my god I MISS surfaces! I wish godot had them, I used them in Gamemaker in almost every project.
    My biggest advantage for Godot is C#, it's a language worth learning, it's not just for making games, I got a software dev role from using C# making games for example.

    • @dangerboy551
      @dangerboy551 Před 3 lety +4

      What is a concrete example to use surfaces for? The example in the video uses it to illustrate the fact that you can draw in your game, but I hardly see this used in any known game. Are there other usages for surfaces?

    • @MrDavidCollins
      @MrDavidCollins Před 3 lety +2

      @@dangerboy551 You can use a surface to prepare a chunk of graphics to draw elsewhere. In my game I use a surface as a "window" for a minimap. Since the surface is cut off around the edges, I can make sure the animated you elements stay inside the "window"

    • @lennyphoenixc
      @lennyphoenixc Před 3 lety +6

      Having C# support for Godot is great, it means I can use the Discord Game SDK in Godot now!

    • @megapixeler
      @megapixeler Před 3 lety +4

      @@MrDavidCollins Yep, I'm new to Godot, and I keep feeling like there are as many things that it makes incredibly easier than other engines, while other things (that should be kind of straight forward) you have no option but to "get dirty" with shaders/custom node structures or advanced scripting, which is fine, but kind of loses the point of the game engine providing prefabricated solutions for mundane things.

    • @dugtrioramen
      @dugtrioramen Před 3 lety +4

      @@megapixeler I agree that godot leaves a lot of 2d visual stuff to shaders, which I think might be improved a little with 4.0 node clipping. But, I disagree with making custom node structures. It's pretty easy to mix and match elements of different nodes, even if you don't use the node in the way they're intended.
      For example, I'm making a turn based strategy game, like fire emblem or xcom. What was super nice for me was using button nodes on all my units. This not only handles mouse input easily, but it also works with Godot's control mechanics, where different controls can block mouse input from each other. So instead of building a complex menu state system, I can just easily create a full screen control, and it'll automatically block mouse input from all the other buttons beneath it.
      Another example is tilemaps. I personally hate the current tilemap system, and setting collisions for them is horrendous. But, I easily created a static body node, which takes the tiles from the tilemap, and automatically adds its own collision shapes for each tile. You could also do this for making tiles act as areas. And I even did this to "paint" scenes as if they were tiles.
      Furthermore, Godot's line2D and polygon2D don't currently have bezier curve support. But they have path2D nodes which do. So I created a "BezierPolygon". It's just a simple Path2D node, but it automatically sends it's curve as a tessellated polygon to whatever node you want, line2D or polygon2D or whatever.
      I think the genius of Godot isn't to have a node for every situation, but that it's node structure and implementation of each node is versatile enough to create whatever specific node you want.
      (But still, there are some nodes and resources that need to be updated so it actually works like that)

  • @melting9419
    @melting9419 Před 3 lety +32

    I switch to godot because of juan's design principles, he even said it in his talk "once we grow older,
    we just want to get things done quickly"

    • @TheCivildecay
      @TheCivildecay Před 3 lety +9

      I hope that doesn't count for sex...

    • @digdogg_
      @digdogg_ Před 3 lety +2

      @@dean935 in my case it doesn’t get done at all period

    • @Mk2kRaven
      @Mk2kRaven Před rokem +1

      Weird because you can make everything much faster in gamemaker lol.

  • @luigisake
    @luigisake Před rokem +5

    im watching this 2 years after and Godot and GameMaker have changed since than ! It is still interesting to listen to this .. and hearing their opinions and stuff about their experiences with the engines!

    • @AL-lh2ht
      @AL-lh2ht Před 8 měsíci +3

      though i shouild be noted that GM is way, way better then it was 3 years ago and Godot has gained a greater improvements on 3d

  • @MoosesValley
    @MoosesValley Před 3 lety +1

    Appreciate their insights and comments. Thank you Emilio and Ben.

  • @AleksandarPopovic
    @AleksandarPopovic Před 3 lety

    This is so nice video, good work, keep going, and good luck with your projects guys!!!!

  • @LisandroLorea
    @LisandroLorea Před 3 lety +42

    Regarding consoles, I talked to a Nintendo representative this year and when talking talking about being able to self publish he never even asked about what engine I was using. He asked about previous experience publishing to other consoles, particularly experience with certification. Publishing on consoles is not like publishing on Steam, and you'll probably end up hiring someone to help you meet certification. If you are publishing -on consoles- in 2020 and want a higher than 0% chance of your game being a commercial success, you are going through a publisher anyways.
    The thing about needing time is true though. I had experience with Phaser and it took me at least two months of full time work (over 200 hrs) to feel comfortable with Godot.

    • @sudhanshugoyal899
      @sudhanshugoyal899 Před 2 lety

      can u pls tell which game engine is good for making 2d games can i use unity for that?

  • @TackerTacker
    @TackerTacker Před 3 lety +18

    I don't have a lot of experience in Game Maker, but one thing that always stood out for me, as the biggest argument for Game Maker, is the huge amount of games released with it.

    • @gamechannel1271
      @gamechannel1271 Před 3 lety +12

      That is only a testament to how long Gamer Maker has existed (since 1999 for Game Maker, 2014 for Godot), not a testament to anything else (especially quality).

    • @kobalad1118
      @kobalad1118 Před 3 lety +1

      I mean, you're probably not gonna code the new undertale or nuclear throne anyways soooooo

    • @drbuni
      @drbuni Před 3 lety +4

      @@kobalad1118 And who are you to say that? Maybe they will develop a big commercial success.

    • @kobalad1118
      @kobalad1118 Před 3 lety +12

      @@drbuni yeah but like, the fact that big games were made with GameMaker doesn't mean that Gamemaker is better

  • @d.d.t8350
    @d.d.t8350 Před 3 lety +24

    I've been using gamemaker for at least 6 years now. I always saw godot but never really touched it. I'm comfortable with GM2 right now. Specially with the new 2.3 update. But not having 3D does get frustrating. I've been looking for a new engine to learn and I might go with godot.

    • @mondelsson
      @mondelsson Před 3 lety +4

      This is my reasoning. Gms2 works for me for smaller 2d projects. I'm working on a rogue-lite coop shooter at the minute and game maker will work fine for that. But I've had other games on the back burner for years as I just couldn't get systems working how I wanted in game maker, so Godot seems like a good place to try that. Especially as it has (what seems to be) good 3d support.

    • @zendraw3468
      @zendraw3468 Před 2 lety +4

      theres nothing to think about, once you go to godot youll forget all about game maker, everything your struggling with in game maker is a breeze making in godot. comparing game maker to godot is like comparing a game in alpha vs released game that needs some patching.

    • @Mk2kRaven
      @Mk2kRaven Před rokem +1

      Lol. Are you guys even going to make 3D games? 3D takes a lot more effort and time to make. I kind of doubt most people will even touch 3D lol.

  • @rocapbg9518
    @rocapbg9518 Před 2 lety +17

    Gamemaker is intuitive, everything works like it's supposed to. Godot on the other hand is a mess of high level abstraction that makes you wonder what your code is even doing half of the time. There is no other engine like Gamemaker but literally every other engine is like Godot.

  • @Hybban
    @Hybban Před 3 lety

    Thanks you three for this video!

  • @BenRK90
    @BenRK90 Před 3 lety +13

    The best game engine for me is... Game Maker Studio 2. Because I grew up using Game Maker and I don't really have time in my adult life to learn a new tool. I've tried others, but I hate the feeling of not knowing how to do the basics. I'm sure if I had used a different engine growing up, that one would be my pick.

    • @thunderlifestudios
      @thunderlifestudios Před rokem

      Yeah I remember being a kid, wishing to make games searching on my AOL dial-up to find a game making software, and GM6 was what I found, not gonna lie, I was so happy. Still have some old projects on my storage drives that I mess with.

    • @WearyExellence
      @WearyExellence Před 8 měsíci

      Absolutely the same...

  • @jchudson777
    @jchudson777 Před 3 lety +16

    Hi I'm a retired teacher and just starting Godot. I am quite good with GameMaker but the last 2 Mac updates have prevented me from booting it up. Thanks for the great tutorial - A+ from this teacher.
    How would you code rotation with whatever keys but then used the rotation angle to shoot the bullet along that line??

    • @Gdquest
      @Gdquest  Před 3 lety +9

      To get the direction back from the rotation, you can treat the rotation and speed as polar coordinates (angle and length) and use trigonometry to convert it into cartesian coordinates.
      var direction = Vector2(cos(angle), sin(angle))
      var bullet_velocity = direction * bullet_speed
      There might be a function that turns the angle into a vector in one step, but the above is the general way to turn an angle into vector coordinates in math.

  • @tralavala9808
    @tralavala9808 Před 3 lety +29

    Gml just didnt clicked for me, maybe python is to blame here ;p second thing is gm2 UI, not seeing whole code on screen was a pain.

    • @ISKLEMMI
      @ISKLEMMI Před 3 lety

      You can make GMS2 open code in full screen, but it's not the default setting.

    • @tralavala9808
      @tralavala9808 Před 3 lety

      @@ISKLEMMI and it will show all code from create, step etc in one window?

    • @ISKLEMMI
      @ISKLEMMI Před 3 lety

      @@tralavala9808 you can open all of the events and have them in tabs and/or multiple columns.

    • @tralavala9808
      @tralavala9808 Před 3 lety +2

      @@ISKLEMMI so i cant have my whole code for lets say Player in one window, that was my issue.

    • @ISKLEMMI
      @ISKLEMMI Před 3 lety +1

      @@tralavala9808 That's fair. I hadn't thought of it that way, because I normally have way more code than can fit on one screen and I usually use structs/constructors instead of objects anyway. You'd have to use a third-party editor like GMEdit to have all an object's code on one screen.

  • @gamechannel1271
    @gamechannel1271 Před 3 lety +6

    I don't think there's anyone who has published a game on consoles with both Godot and Game Maker yet for a good comparison. My understanding is getting it compiled and working on a dev kit is the least of your worries, you pretty much have to go through a long and arduous process with a publisher no matter what route you take.

    • @Gdquest
      @Gdquest  Před 3 lety +5

      Yes. The thing is, even if the game is made in one engine, a publisher or porting developer may well just use another engine or framework for the port. I know that the folks at Pineapple Works port all sorts of games based on all sorts of technologies. If I was going to port, say, a game maker game for someone, I'd probably do it with a technology I know well, that gives me full control, and I know exactly how it works on the target platform.
      It depends on your skills and background but it might be faster than learning a new engine from scratch with all its quirks and limitations.

  • @bugseater1
    @bugseater1 Před 3 lety +5

    4:15 Although it's not as good as Gamemaker's editor, Polygon2D nodes are really good for prototyping.

  • @QatariGameDev
    @QatariGameDev Před 3 lety +5

    I used to be a game maker studio developer, but I have switched to Godot at 2018 :)

  • @quitting_the_internet
    @quitting_the_internet Před 3 lety

    when you said surfaces and view port. I didn’t know what function you where talking about. I am learning more about godot rn and have not touched game maker

  • @isukwithnames1811
    @isukwithnames1811 Před 5 měsíci +1

    Im having the hardest time deciding between Godot and Gamemaker. Iv used both in the past and they both have things that i love and hate 😂

    • @Gdquest
      @Gdquest  Před 5 měsíci +1

      If you have a specific project in mind, you could try to weigh out what tradeoffs make sense for it.

    • @isukwithnames1811
      @isukwithnames1811 Před 5 měsíci

      @@Gdquestiv officially decided to go with Godot. I made the same game in both engines. Godot’s nodes and animation player won me over. After having to remake the same things over for each object in Gamemaker I realized that Godot was more modular right out of the box

  • @DiceDrivenGameDev
    @DiceDrivenGameDev Před 6 měsíci +1

    Now both game engines are way better than ever each following its own path, open source and commercial (freeware), great video !

  • @squishypowers
    @squishypowers Před 3 lety +10

    I personally prefer GameMaker. I didn't really like Godot's syntax or the node system. I like GM's syntax and it seems to have more built-in commands specifically for games.

    • @damzen
      @damzen Před 2 lety +8

      I moved from Godot to Gamemaker studio 2 (inverse of everyone else) and prefer it! It's much faster. I still have a project in Godot as its UI heavy, but for my other smaller projects i have preferred the workflow and speed of GMS2. I have also built my UI in GameMaker Studio 2 using the room editor and implemented a parent system with Variable definitions (inherited variables as used with 'Export Var' in Godot.) This allows me not having to code my UI, but can drag and drop using the room editor for a more WYSIWYG experience. This makes a big difference in GMS2. But i must say if your game is UI heavy, Godot has you sorted from the get go as it has prebuilt UI elements such as text boxes, windows, dialogs, dropdown menus etc. Gamemaker Studio 2 you do need to build those elements yourself. However once built once you can use on other projects, and the code isn't too long either to create for example a text input box on a sprite.
      GMS2 - You don't have to use the GMS2 syntax { } you can omit if you come from a Godot/Python background. Of course this can cause issues if you start creating deep nesting, so avoid in larger code! But often enough so far i have had no problems omitting the curly braces. If your sharing with community/other devs then stick with { } in your code as it throws them off ;-). But if solo, this isn't a problem. The compiler actually ignores any brackets anyway speaking to a few others regarding this.
      Remember - golden paintbrushes vs wooden paintbrushes. Neither one will make you a better artist. It's your painting skill that makes the final painting. As is with this. There maybe better features of either engine, but the end of the day it's the effort you put in and the game itself that is the deciding factor. People playing it won't know what engine you used, just how good your game is.
      As a summary - choose what you feel your project needs based on the features each engine provides. Two tools, one objective.

    • @Sansonius3rDaSlayer
      @Sansonius3rDaSlayer Před 2 lety

      @@damzen well said sir!

    • @alvin_row
      @alvin_row Před rokem

      @@damzen wdym gm ignores curly braces? I'm pretty sure it doesn't... It just works like every other c like language

    • @ablationer
      @ablationer Před 8 měsíci

      @@alvin_row GM tends to let you get away with a LOT in terms of syntax. Semicolons aren't needed but they work as expected, same thing for the way you build your loops and statements. It's one of the fun things of GML, it's very forgiving.

    • @alvin_row
      @alvin_row Před 8 měsíci

      @@ablationer I know I know, I've been using GMS for years. I meant you can't just omit curly braces like that dude said, but rather it works like most C-like languages. So, if you don't add {} after an if statement, only the next statement will be "inside" of it, regardless of tabulation (which is the thing that's actually ignored by the compiler).

  • @_vallee_5190
    @_vallee_5190 Před 3 lety +1

    You can make games in gamemaker that are 3D and it is very limited you can still create really good 3d games, there is 3d functionality if you try hard enough.

  • @MrKlimcio
    @MrKlimcio Před 3 lety +1

    Could you do a video for Godot vs Unity?
    If you will, could you cover the transition from one to another?

  • @TheCivildecay
    @TheCivildecay Před 3 lety +7

    The reason I didn't fully switch from gamemaker to godot is because:
    1. There are so many more resources/tutorials to be found for gamemaker than for godot.
    2. The whole node, trees and scenes structure feels counterintuitive to me.

    • @gamechannel1271
      @gamechannel1271 Před 3 lety +7

      If you don't like nodes, it's only because you're not used to it. It's very similar to web development where you build out an HTML DOM.
      In Game Maker every object can reference every other object - everything's global. This makes it easier to get references, but it also makes it easier to create a messy game architecture that doesn't scale. Also a drawback of this design in Game Maker can be seen in its compile time. Because every object can reference every other object, Game Maker must compile EVERYTHING in order for you to be able to start the game. It got to the point where I was waiting 10 minutes to compile a large project in Game Maker that the equivalent port took literally 2 seconds in Godot.

    • @mondelsson
      @mondelsson Před 3 lety +6

      @@gamechannel1271 I still really like game maker. It's what brought into game development and I've sunk hundreds of hours into it over the years. That bei g said, there are projects that I've wanted to make for a long time that game maker just won't let me do. Godot works for that. Ultimately though, you should use what works for you. There isn't s right or wrong here. Both tools are great and can offer a lot to you.

    • @megapixeler
      @megapixeler Před 3 lety

      @Kevin Costner Yes and no... Think about it this way: if a tool is very specific for a kind of situation, then documentation can get you almost all the way in it's complexity, but for a very flexible toolkit, the documantation get's you on your feet and from there you still need to master each aspect of the tool set. Documentation won't cover all the scenarios and when there's more complexity there are more possibilities.

    • @EmoJoshSavesTheWorld
      @EmoJoshSavesTheWorld Před 7 měsíci +1

      I agree on the nodes being counterintuitive. GameMaker is much more organized with your assets (rooms, objects, sprites, etc). Why should an object be a scene just like a room is a scene? That’s just weird. Also, in GameMaker we have the different script events assigned to objects whereas in godot you would have to manually code the event

  • @StevenDoesStuff
    @StevenDoesStuff Před 3 lety +8

    I'm torn between GMS2 and Godot. I have 13 days left in my Game Maker trial. I've already done Shaun Spalding's platformer series and I find Game Maker to be simple and fast.
    The last time I used Godot was a few years ago and there were almost no good clear tutorials for beginners.
    So many GM users are switching to Godot, especially with Opera buying Yoyo games recently. I was afraid of the speculations that Game Maker is gonna die out.
    I keep hearing Godot is fast and simple. I've been programming for years so I don't need drag and drop, I'm probably gonna switch if it really is as fast and simple as Game Maker.

    • @AkshayDidIt
      @AkshayDidIt Před 2 lety +2

      What did you settle on?

    • @StevenDoesStuff
      @StevenDoesStuff Před 2 lety +2

      @@AkshayDidIt I used Godot and followed that one platformer tutorial and never looked back. I was heavily biased towards GMS2 but when I switched to Godot things were so easy that I thought it would be too much of a hassle to try to do it in gms2

    • @AkshayDidIt
      @AkshayDidIt Před 2 lety +2

      @@StevenDoesStuff You got me thinking. I was absolutely set on GM2 since my GameDev journey that only began a few days ago. Considered holding off on purchasing the permanent mobile license until I learnt how to use GM2 (GML) & then the subscription model is introduced which had me weighing my options again. Crazy how I didnt run into Godot earlier

    • @StevenDoesStuff
      @StevenDoesStuff Před 2 lety +2

      @@AkshayDidIt I can't remember the tutorial name but it was a platformer tutorial and it was exactly the same content as that one gms tutorial but Godot version.
      In GMS2 you needed sprites for left and right movement, in Godot you just have a simple "flip sprite" function. I also care about support and community and I found out that Godot has more active members on Reddit etc. to help when stuck.
      Either one you choose, good luck!

    • @AkshayDidIt
      @AkshayDidIt Před 2 lety +1

      @@StevenDoesStuff Thanks! I was just going through the reddit the past hour & it seems like a good place for a student like me. I just joined the discord too. Let's see how it goes. Currently figuring out gdscript vs c# for my first 2d mobile game.

  • @verified_tinker1818
    @verified_tinker1818 Před 3 lety

    What's the name of the game played at the very beginning?
    Edit: It's Harvester, and it's apparently by GDQuest himself!

  • @keepitshort4208
    @keepitshort4208 Před rokem

    Sorry for asking a dumb question, is the python very different then gdscript ?I just want to learn something that I can carry forward, I know most say that do c# or c++ but that's a much bigger part of everything I just want to learn for game engine like Godot for now and mostly interested in indie games not triple a

  • @digitalsketchguy
    @digitalsketchguy Před 3 lety +3

    You can create amazing games with both.

  • @veng3r663
    @veng3r663 Před 2 lety

    So for re-making a VERY old school game format like Phantasie on the C64 choose GameMaker..?

  • @marciomageskimarques6235
    @marciomageskimarques6235 Před 2 lety +2

    Hi, I'm Brazilian GameDev professor and I actualy use Game Maker in my classes. I think that sounds good migrate from GM to Godot for that. However, I have doubs for doing this because I dont know how Godot to handle with 2D games in compare to Game Maker and I dont know about showcase of indie 2D games made with Godot. Someone can help?
    Thanks a lot

  • @ajinrenfire
    @ajinrenfire Před 3 lety

    monogame is a free and opensource framework but it has sdk for console(we will access only if we have registered creator account ) , but why not godot have it?

  • @dangerwarg9682
    @dangerwarg9682 Před rokem +1

    If I want to make an ARPG like Zelda, but has a time system like elder scrolls and the player character is afflicted with a status condition that alters the PC's form and abilities over time, which engine do you think is best to handle that? :O
    I've been looking Gadot, Solarus, and Game Maker, and they all seem flexible enough to make it happen.

    • @alvin_row
      @alvin_row Před rokem

      Godot is free, I'd say just go for that one. Other than that, most 2d engines are capable of making whatever 2d game you imagine, but it's more work than you might think.

    • @dangerwarg9682
      @dangerwarg9682 Před rokem

      @@alvin_row As in having to draw every single frame of animation? Or something else?
      I always get the nagging feeling 3D is more work even though we don't have to draw so much.

    • @alvin_row
      @alvin_row Před rokem

      @@dangerwarg9682 No, I mean making games in general is a lot of work. There's no engine that works better for your project, pick whichever you like the most. If you're going for a 2d game, both Godot and GameMaker are good (but Godot is free). If you want 3D, you can pick Unity or Unreal... Or Godot, but its 3D is not up there yet.

    • @dangerwarg9682
      @dangerwarg9682 Před rokem

      ​@@alvin_row A lot of Unity games are unstable and/or unmoddable. I don't trust it since this is happening way too commonly with Unity games. x_x

    • @alvin_row
      @alvin_row Před rokem

      @@dangerwarg9682 Unity isn't a bad engine, there's a million good games made in it, and mod support depends on the developer more than the engine itself.
      I think what I've been trying to say is: if you want to learn how to make games, just pick any engine and start. Follow a few tutorials and make something simple like an asteroids or pong. It is often the case that dreaming about a cool game is way more fun than making it, so you need to find out if it's really your thing. I recommended Godot because it's free, but GM is also good... So yeah, just go and make something, it'll only take you a few hours.

  • @SuperSteve180
    @SuperSteve180 Před 2 lety

    Which one is better for making an RPG namely one with a battle system similar to that of the Tales and Star Ocean games?

    • @Gdquest
      @Gdquest  Před 2 lety

      I'd go with Godot, I think it's a bit more robust and flexible for something that complex. GM would probably work too but I feel Godot really shines when it comes to coding, and that kind of game requires a lot of code. There's a team making a big RPG with Godot right now, Kingdom of the Dump I think it's called.

    • @SuperSteve180
      @SuperSteve180 Před 2 lety

      @@Gdquest How hard is the coding language to learn? I have no coding experience.

  • @Afief
    @Afief Před 3 lety +2

    Any chance someone knows *how* game maker got around the license issues to allow exporting to consoles more easily?

    • @Gdquest
      @Gdquest  Před 3 lety +3

      It's proprietary software, so they don't give you access to their exporters' code and respect some contract with console manufacturers. Basically with Godot, the issue is that the license terms of console manufacturers doesn't allow to distribute the source code or probably even the exporter freely.
      Similarly to game maker, with Godot, you have companies that make console export for Godot, and you can have them publish your game, or, I believe that one sold a license to use their console SDK.

  • @anuradhaghatti4779
    @anuradhaghatti4779 Před 3 lety

    2:33 , How did you use atom ide for gdscript?

  • @DevlogBill
    @DevlogBill Před rokem

    Hi GDQuest, I have ZERO experience in creating games. I can't draw to save my life. BUT I have 8 months of coding in HTML, CSS, JavaScript, PHP and I learned the fundamentals with Python. As a side hobby I would love to make a classic 2D World Of Warcraft type of action game. Since I have a decent amount of programming under my belt would you recommend, I try Godot? Or Since I have zero experience with game making and I tend to be an impatient person would you recommend I try Game Maker? Thank you so much for your excellent video.

    • @kanakkes7049
      @kanakkes7049 Před rokem

      I recomend RPG MAKER MZ/MV but Game Maker is really good, im not sure about godot

    • @bobbob9821
      @bobbob9821 Před rokem

      For 2D games Game Maker is way easier to pick up than Godot. I took one Python course and am now able to create basically anything I want just by referencing the documentation. For complex algorithms ChatGPT can help.
      With Godot you are going to struggle to make anything meaningful without watching tutorials. It's sort of like Unity but with a modern UI.

    • @DevlogBill
      @DevlogBill Před rokem

      @@bobbob9821 Never heard of 2D game making, thanks for letting me know. My programming skills have improved a bit this would sound like a good challenge for me to try out, thanks.

  • @MohAmuza
    @MohAmuza Před 3 lety +3

    they are talking about the past now GMS 's GML improved with the latest release 2.3,
    they added structs, arrays were improved they are similar to python now, they added exception handling "try catch finally" much more improvement

    • @Gdquest
      @Gdquest  Před 3 lety +1

      What Emilio said in the video is that he was missing built-in functions to operate on data structures. That's not about the basic language features. Godot's Array and Dictionary classes provide many. A language like Python provides even more like map, sum, min, max, sorting by any number of properties on any iterator. Those sorts of functions and methods.

    • @MrDavidCollins
      @MrDavidCollins Před 3 lety

      @@Gdquest gms2 has those though????

    • @Gdquest
      @Gdquest  Před 3 lety

      @@MrDavidCollins Not to my knowledge

  • @megapixeler
    @megapixeler Před 3 lety +2

    One thing i don't understand is why in GDScript, something as basic as a 2D array is so unnecesary complicated to create/instanciate... You basically have to iterate and fill the positions appending the values/nulls, in my opinion something like "var varName = [ ][ ]" it's a no brainer and a far better solution.

    • @Gdquest
      @Gdquest  Před 3 lety

      It's mostly because you rarely get to use 2D arrays during development, so it's only one initialization loop once in a while. Also, people tend to use 1D arrays for performance, calculating "rows * columns + column" to represent a 2D array. You can allocate easily:
      var grid_in_1d_array := [].resize(rows * columns)
      Then, you can use a one-line function to get an index somewhere in the array.

  • @diegopulido1291
    @diegopulido1291 Před 3 lety

    someone knows how I can unite several projects into one?

  • @AlvaroLand
    @AlvaroLand Před 3 lety +46

    I like this guys but I think that they are trying to hard to be neutral.
    I migrated from GM to Godot because:
    Drag and drop sounds awesome for a guy that is scared of code, but programming and making scenes in Godot is very easy and much more powerfull than that limited drag and drop system. Follow any tutorial and make a platformer in 15 minutes, it's free.
    Game Maker's own language is strange and just bad, the users always complained about it. In Godot you can use the popular C# or the incredibly comfortable GDScript that is very much like Python.
    Yes, UI in Godot is so much flexible and easier, like almost every Godot feature, because the users polished them and will keep doing it. There are a few features that are not very polished because nobody uses them, like Visual Scripting. But 2D features are pretty well polished in general and the 3D side is going to improve massively with Godot 4.0.
    Godot's community is bigger. Well, to be honest, that wasn't the case when I migrated, but Godot is growing incredibly fast and for example on reddit you see much more activity and answers to questions in Godot's subreddit. Also it seems like teachers are migrating to Godot too so there is a good amount of courses and free tutorials for Godot.
    Console exports? if you are interested in a drag and drop game engine you are probably like me, not the best programmer in the world. So you will have to pay a publisher to port your game to consoles anyway. The export is important if you plan on doing the port yourself, wich is boring and hard.
    The prize of the engine shouldn't be very important if you can afford it, but damn paying for something that is worse is painful.
    Learning Game Maker with so much people abandoning it for Godot feels like waiting your time in a boat that may be sinking. Godot feels like the future, and I'm hyped about the next version. Now you can call me Godot fanboy, but this is an honest not-neutral opinion.

    • @DarkKnightDad
      @DarkKnightDad Před 3 lety +5

      Although I do agree that Godot has more to offer in many aspects, but I totally disagree with your reasoning and explanations. I disagree with you about people always complaining about the GML language. The only people complaining about GML are advanced users looking for dictionaries, nested structs or other specific programing trick that isn't available in GML yet. However, a beginning or intermediate users never complain about the language.
      As for the analogy i feel it is too dramatic 😅. I think a better way to see gamemaker vs godot is to think of apartment vs villa. You can continue to live in the gamemaker apartment with its simple life, snd once you get rich (have better game making experience) you can either stay in the apartment or move to the villa
      P.S. I am a gamemaker user and online instructor, but i did use godot for some limited time

    • @AlvaroLand
      @AlvaroLand Před 3 lety +9

      @@DarkKnightDad That was my experience with the GML and, when I asked people, that was what they told me but your experience may be totally different. In my opinion, dictionaries, nested structs or functions are not like "specific programming tricks" but more like basic programming stuff that should have been there from the beggining.

    • @NeZversSounds
      @NeZversSounds Před 3 lety

      @@DarkKnightDad I still love the GML. I went away because of how long it took to make good GUIs for games but landed on Godot because of shitload already existing nodes.

    • @Gdquest
      @Gdquest  Před 3 lety +18

      We're not trying hard to be neutral. I just interviewed two persons who had a lot of experience with both engines and asked them their opinion. I sent 7 simple questions, got the answers in video. That's it. As someone who never used GM, I don't have any opinion.

    • @AlvaroLand
      @AlvaroLand Před 3 lety +7

      @@Gdquest Maybe "too hard" was an exageration. But I think that it is natural (and maybe smart) for content creators like you and them to try to stay a little bit neutral, to size your words to avoid sounding biased or even personally interested in selling something. And that is perfectly fine, I probably would do the same. But I am not a public person so I have this privilege of being able to annoy people or sound like a fanboy giving my opinion.
      Keep up the good work, you guys are making Godot so much easier to learn!

  • @tobey_maguire_
    @tobey_maguire_ Před 3 lety

    Do a Godot vs Unity. Btw have you used Unity?

    • @Gdquest
      @Gdquest  Před 3 lety

      I worked with Unity 3.5 to 4.x professionally, yes. But I wouldn't compare both engines now, it's been years and the tools changed a lot. Back in 3.5 it didn't even have workflow tools for 2D.

    • @vaishnav_mallya
      @vaishnav_mallya Před 3 lety

      Gamefromscratch has made a video on it

    • @tobey_maguire_
      @tobey_maguire_ Před 3 lety

      @@Gdquest Just like you didn't used GameMaker much but had other youtubers tell the difference, maybe for Unity do the same thing. For example, with DevDuck and some other Unity dev haha

    • @tobey_maguire_
      @tobey_maguire_ Před 3 lety

      @@vaishnav_mallya yeah I know that, but I asked him just because I wanted to know his take on Unity 😉

    • @Gdquest
      @Gdquest  Před 3 lety +1

      @@tobey_maguire_ DevDuck you said? Stay tuned :)

  • @LeChronicler
    @LeChronicler Před 8 měsíci

    Really don’t understand why it’s so difficult to find negative critiques about an engine although it’s the most interesting things one could have to say

  • @mazimadu
    @mazimadu Před 3 lety +6

    I smells salt, I smell pepper,
    🔥I smell a flame war coming🔥
    Have fun

    • @Gdquest
      @Gdquest  Před 3 lety +5

      Not really, not with our community.

    • @mazimadu
      @mazimadu Před 3 lety

      @@Gdquest Then I'm staying😀

  • @cosmic_417
    @cosmic_417 Před 3 lety

    You are literally reading my mind..

    • @rayanm2175
      @rayanm2175 Před 2 lety

      Yooooo bro do you remember me?

  • @josephjadukuzhil9951
    @josephjadukuzhil9951 Před 3 lety

    Did no one really notice valak's face on heartbeast's door?

  • @rifaldhiaw
    @rifaldhiaw Před 3 lety

    0:43 He is true developer

  • @flamendless
    @flamendless Před 3 lety

    See heartbeast, click like

  • @skaruts
    @skaruts Před 3 lety +2

    I actually really like GMS2. I love the way they reinvented the workspace. I just wish it had functions... which essentially is what each script is, but if it could have nested functions within them, it would scale better.

    • @tralavala9808
      @tralavala9808 Před 3 lety +3

      New version should have function added to gml if i remember

    • @thatrichan
      @thatrichan Před 3 lety +3

      GMS 2.3 just released today. They added structures (basically classes) and in-line functions. Check out the release notes for more details.

    • @skaruts
      @skaruts Před 3 lety +1

      Oh! Thanks for pointing out, both of you.

  • @Omwekiatl
    @Omwekiatl Před 2 lety

    ok good video but... is missing the most important thing, the performance!!! how many complex characters can handle each engine, how is its CPU, GPU and RAM performance???

    • @rodrigopetunio
      @rodrigopetunio Před rokem +1

      Both are more or less equal in performance: fairly old engines, mostly made for single core, not terribly built for 3d but capable of using your GPU if you put in the work. Godot will compile faster but GMS is quicker to prototype with. Right now it's more or less about preference.

  • @peoplearecool8766
    @peoplearecool8766 Před 2 lety

    I have two question in terms of comparing those engines which is not covered in this video, if anyone had experience with both engines( I have only used Godot before not GM2) and have information please answer them.
    1) How does game executable file sizes compare between those engines, when I exported very small godot game for windows, overall game size was 37MB, which I think is very big. But when I download GM2 game from internet (which I didn't coded) it was way smaller - 12MB, 3 times smaller then godot build, and gm2 game has way more levels and stuff implemented than my game. Does in general godot exports are bigger in size than gm2 games?
    2) While Comparing godot and gm2 games I found out that godot games use too much cpu compared to gm2 games while gm2 games use more gpu but overall gm2 game was using less power from pc than godot game. So comparing same games which I mentioned above godot has 35% - cpu and 9% - gpu usage, gm2 game has 10% - cpu usage and 20% - gpu usage.
    So overall both of the two components gm2 has better results. Is this always the case ?

    • @thunderlifestudios
      @thunderlifestudios Před rokem

      It might be a matter of carrying over under the hood elements. Namely Godot makes 3D while GMS doesn't necessarily (obviously it does offer it, but its not the focus).

  • @NaudVanDalen
    @NaudVanDalen Před rokem

    You have to spend hours trying to make an input textbox using Game Maker if you don't get the code from somewhere. I remember doing that and making a bad textbox.

    • @Mk2kRaven
      @Mk2kRaven Před rokem +1

      Depends on who is coding it. You are just bad at coding lol.

    • @NaudVanDalen
      @NaudVanDalen Před rokem

      @@Mk2kRaven That was like 10 years ago. You don't think that it took longer than a few hours to make the first texbox in Windows?

    • @bobbob9821
      @bobbob9821 Před rokem +1

      Couldn't you just make a variable that holds a list, tie keyboard input to corresponding characters, append those characters to the list, if the length of the list is greater than 0 convert that list to a string, and then print it to the screen every frame? You could then tweak it around for better performance. The textbox could just be an object that the text displays over.

  • @aaaa7931
    @aaaa7931 Před 2 lety

    I don't know much about gamemaker, so I brought in 2 game maker devs.... That ditched gamemaker for Godot... I feel like this is pretty one sided, as Godot has no sequences editor, or any big hits made on it yet. But of course for a CZcamsr it's easier to get veiws on free software than a paid one, so I can't really blame anyone.

    • @Gdquest
      @Gdquest  Před 2 lety +2

      Godot does have an animation editor that supports sequencing other animations, calling code, and animating any property.
      We cover Godot because it's really powerful. Growing faster than game maker these days. Definitely not because it's easy to make views - when I got started, years ago, Godot had no visibility and a really small user base.

  • @rootwayder77
    @rootwayder77 Před 3 lety

    I have no complaint about Godot. It fit's well for me :)

  • @PASTA_BLOX.FRUITS
    @PASTA_BLOX.FRUITS Před 2 lety

    I prefere both are best

  • @giavapps2242
    @giavapps2242 Před 3 lety +1

    In my opinion the weak point of Godot (apart all the good points these good guys said, and with the premise I do not consider Drag & Drop feature a plus for GameMaker as it's just a feature for noobs) is the fact that Godot mostly relies on its GDScript language: it's a very slow interpreted language guys! In my opinion Godot should focus on getting C# language working fine, that would be a real game changer... each time I tested this engine it was not ready for production and it was very buggy. I do like some ideas in Godot engine like the fact it's more WYSIWYG: the fact you can draw directly in the editor, the fact it has 3D support or the fact you can preview shaders in the editor and other stuffs like this are just great. However, GameMaker Studio 2 has really refined workflows... it supports more target platforms, it's more user friendly and the new version 2.3 introduced some sick features like struct, struct inheritance, sequences, animation curves ... I mean there are PRO and CONS for both softwares for sure but I still see GameMaker Studio 2 stronger for 2D game development (at least until Godot ships with flawless C# support).

    • @Gdquest
      @Gdquest  Před 3 lety +2

      C# seems to be production ready now, got a lot of refinement over the past year.

    • @giavapps2242
      @giavapps2242 Před 3 lety

      @@Gdquest Hey thanks for the answer, however, the software still clearly states that it is in late alpha stage and it is not meant for use in production. (v3.2.3)

    • @sslaxx
      @sslaxx Před 3 lety +1

      GDScript performance is not actually bad. GML is also interpreted remember. Also, there's GDNative/NativeScript bindings for Go, Python, Rust etc. And for 4.0, GDScript's performance is being improved even further.

    • @strider9210
      @strider9210 Před 3 lety

      @@giavapps2242 well if u just really need the power and don't mind getting lower into the engine u can always make modules with c++ and/or use gdnative addons

    • @in8442
      @in8442 Před 3 lety

      @@sslaxx That's not true. Full support is only for GDScript and VisualScript. Production ready are only Rust, Nim, C#, Lua and JavaScript. And you have to learn that tooling by yourself separately, keep in mind that there is literally no documentation. Other languages, such as Go are way too far from anything workable.

  • @theoriginaldrdust
    @theoriginaldrdust Před 2 lety

    since i paid for GMS2 imma just use both lol i always get more than one of the same thing

  • @marcosadrian65
    @marcosadrian65 Před 3 lety

    Well I don't know much about gamemaker but the fact is what godot was really fun to learn and seems a great choice for indies, besides the creators of the engines are from Argentina like myself so always will get mi support no matters what happens.😉

  • @Eener1000
    @Eener1000 Před 7 měsíci

    for 2d stuff atleast, I found the way everything is organized the easiest to understand in GMS1. GMS2 for me feels unintuitive and I keep searching around where to find stuff and how to do stuff. It's less clean then GMS1. Godot with the nodes is really obtuse when you first start and takes some getting used to when coming from Gamemaker.

  • @gnysek
    @gnysek Před 3 lety +5

    GMS 2.3 was released just yesterday with lot of new additions. This review may be not up-to-date...

    • @emi_cpl
      @emi_cpl Před 3 lety +1

      It actually is up to date. In my answer I mentioned about the new features coming to GML on this update :)

    • @Gdquest
      @Gdquest  Před 3 lety +4

      The points in this video, that are general, hold. That GM has a nicer UI and more polished editors than Godot, and is designed to be accessible to non-coders, with a focus on drag-and-drop, it's still the case. It's still mostly for 2D games too.
      The big new feature is an anim sequencer with a graph editor. Some other editors got refined and polished, like you have new tools to organize your project it seems.
      The GML language got functions, arrays are only 1D instead of 1 or 2D and can be nested to create N-dimensional arrays, you have structs, and better exception handling. That's part of the foundations in a language like C or C++. I think they're still keeping GML simple, and certainly doing so on purpose, so the program stays accessible.

  • @aryantzh2028
    @aryantzh2028 Před 6 měsíci +1

    godot need drag and drop system like this, because programming is not easy

    • @isukwithnames1811
      @isukwithnames1811 Před 5 měsíci

      I would love if Godot had a drag and drop similar to Gamemaker. I'm getting back into coding and I'm testing out both engines. I like Godots nodes and ui but I hate how the code isnt straight forward it feels like i have to code more to do basic things, Gamemaker is straight forward to code in and get a project quickly up and running *sigh*

  • @voight-kampff7781
    @voight-kampff7781 Před 2 lety

    gooder

  • @abdosarmini
    @abdosarmini Před 3 lety +4

    Make godot vs unity

    • @Faun471
      @Faun471 Před 3 lety +1

      Godot is still young, maybe wait a year or two before comparing them?

    • @vaishnav_mallya
      @vaishnav_mallya Před 3 lety

      There are other videos on it

    • @gamechannel1271
      @gamechannel1271 Před 3 lety

      The answer is too obvious right now. Unity for 3D and a toss up between the two for 2D. Godot is easier to use.

    • @sophiesleeps12
      @sophiesleeps12 Před 3 lety

      Unity is objectively better, as new high quality 2d and 3d games are constantly released, although godot is easier :)

  • @raptecclawtooth9046
    @raptecclawtooth9046 Před 3 lety

    Game Maker handle 3d?

    • @Gdquest
      @Gdquest  Před 3 lety

      Yes but apparently it's a little cumbersome to use for 3D.

  • @crimmerz2000
    @crimmerz2000 Před rokem

    The only problem I have with Godot is the tile system is garbonzo, and that’s a pretty big deal for me

    • @Mk2kRaven
      @Mk2kRaven Před rokem

      For me, it is the complicated UI and GDscript. All game engines are like Godot, but no game engine is like Gamemaker.

  • @zakariachahboun
    @zakariachahboun Před 3 lety +6

    0:44 i'm a web developer by day and a game developer by night 😂

  • @AL-lh2ht
    @AL-lh2ht Před 8 měsíci +2

    This video is extremely out of date now. Gamemaker has massively improved abd Godot has greatly focused on 3d in addition to 2d.

  • @tres-2b299
    @tres-2b299 Před 2 lety +1

    I think gamemaker should still be in beta, it is not finished, GML is not the best, UI is hard...

  • @name-kx9qc
    @name-kx9qc Před 2 lety

    i bought gms2 at full price and i love it, but after i finish my project honestly ill probably switch to godot because of all the stuff yoyogames and omega are doing

    • @BeF1990
      @BeF1990 Před 2 lety

      What exactly?

    • @name-kx9qc
      @name-kx9qc Před 2 lety

      @@BeF1990 they are switching to a subscription based monthly payment thing, like netflix and whatnot. while engines like godot who are arguably (they are) better are entirely free.. already switched btw, fully hate yoyo and gms now.

    • @BeF1990
      @BeF1990 Před 2 lety

      @@name-kx9qc I'm beginner with a little Python background, so Godot was my natural choice... Unfortunately Godot is too difficult for me now. :(
      I tried free Gamemaker Studio 2 and GDevelop 5, both give me the opportunity to star making games immediately without coding. I really like that.
      I want to become indie developer in the future and make games for fun, but first I have to improve my coding skills. So my plan is to stay with GMS2 or GD5 and come back to Godot latter, when I'll be more advanced.
      I know drag and drop is not real coding, but give me a good foundation and the whay how you have to solve problems are similar to programming. Of course I'll still learn Python separately.

    • @name-kx9qc
      @name-kx9qc Před 2 lety +1

      @@BeF1990 " know drag and drop is not real coding, but give me a good foundation" absolutely, drag and drop is what got me to start coding actually

  • @TheFreshMakerHD
    @TheFreshMakerHD Před 3 lety +17

    I think that godot is vastly more powerful that gamemaker, the only hurdle is that you have to know how to code to unlock that power

    • @SVGc1993
      @SVGc1993 Před 3 lety +1

      I hope they keep preference on it being lightweight. I remember trying the mono OpenGL adaptation for C# as a .dll and having to build the whole graphics engine... But Godot has just done that, and a TON more. I'm in love!

    • @andrehashimoto8056
      @andrehashimoto8056 Před 2 lety

      Which by itself is what many newbies prefer to avoid....
      I tried understanding C# logic but couldn't get it, every bug was a BS ass pile of solve one thing the debugger pointed, other 30 parts of the code went wrong....
      Which is what puts me away from Godot, if the hurdle is one that people wanting a newbie friendly engine want to be a lesser priority of using said engine, people will jump to GM2 simply because GM2 at least has SOLID features that help people with nothing in coding skills aside BASIC of BASICs (ie understand how code logic works and the VERY basic stuff such as int, float, boolean...).
      Godot provides easier of use IN GENERAL, so long you know how to properly run C# coding, thus the entry barrier is already a tad high
      GM in general works for anyone no matter skill level, but does it at costs that make bigger projects not that attractive on it

    • @CorneliusFractogram
      @CorneliusFractogram Před 2 lety

      @@andrehashimoto8056 Why not GDScript?

  • @AnoNymous-ie3wc
    @AnoNymous-ie3wc Před 3 lety

    I've a godot related question. At the moment im creating a board game with godot but i'm not sure what is the best way of implementing the enemy AI.
    As far i know i have 2 options:
    1. Creating an enemy AI by determine rules on which case the opponent should do which move.
    2. Use a neural network to train an AI until it's ready to compete against humans.
    What is the best way of doing it and do i miss a solution i didn't thought about? Is it even possible to implement an neural network based AI in godot?

    • @gamechannel1271
      @gamechannel1271 Před 3 lety +1

      It's possible to implement a neural network in any program, there's nothing special about neural networks. For game development, neural networks are usually too much trouble and resource intensive. It would be better to code an AI that thinks in terms of the rules of your game, instead of one that makes guesses based on inputs it doesn't understand.

  • @NaudVanDalen
    @NaudVanDalen Před rokem

    Bang for the buck, Godot is objectively better. As for the actual quality regardless of price, I don't know. You do end up paying $5 or $10 per month forever with GMS 2, but if you're successful, that's nothing so if there's one feature you would really miss if you were to use Godot, it would be worth it as long as the Godot features you miss when using Game Maker aren't more important.

    • @Mk2kRaven
      @Mk2kRaven Před rokem +1

      You only pay once when you want to export, so not forever.

  • @Pix256
    @Pix256 Před rokem

    Nobody uses the visual thing in gms wtf bro

  • @hashtopzer
    @hashtopzer Před 3 lety +1

    I mean, like... does game maker have a cute anime girl as a mascot?

    • @Tidalley
      @Tidalley Před 3 lety

      Does Godot?

    • @hashtopzer
      @hashtopzer Před 3 lety +2

      @@Tidalley yes

    • @Tidalley
      @Tidalley Před 3 lety +1

      @@hashtopzer Just found her on reddit earlier. She's adorbs

  • @mazimadu
    @mazimadu Před 3 lety +3

    For me the biggest reason I feel Godot is superior to GM is the use of web assembly for the HTML5 exports. GM is using an almost decade old JavaScript implementation that buckles the game project grows. This made me quit and learn Godot as well as set my project back by several months.

    • @gamechannel1271
      @gamechannel1271 Před 3 lety +1

      My experience with the HTML5 export in Godot is a buggy one... like bugs I couldn't fix in project code because they were part of the engine implementation. It's certainly performant, though.

    • @mazimadu
      @mazimadu Před 3 lety

      @@gamechannel1271 so far I have no crashing or bugs on my end. I recently compiled a version of 3.2 with spine code added. Works well, even with physics

    • @robbertzzzzz
      @robbertzzzzz Před 3 lety

      I'm working on a 2D game in godot right now where the levels are literally too big to display all sprites, so at random times the player sprite just completely disappears (the levels are actually tiny). The webassembly implementation in godot definitely isn't production ready yet.

  • @KIKITO94
    @KIKITO94 Před 3 lety

    Unity for rpg and 2d games for good graphics Unreal engine

  • @000jimbojones000
    @000jimbojones000 Před 3 lety +1

    i rly suck at "coding" i wish godot had something like "Playmaker" for Unity.. or simple self coding addon with "if this do that". so coding for idiots/noobs.. ;-)

    • @potatoking2161
      @potatoking2161 Před 3 lety

      I mean we all start at sucking at code, though if you prefer block coding you could look try using construct, and once block coding doesn’t fit your needs anymore you can move to coding languages

  • @noiamhippyman
    @noiamhippyman Před 3 lety +1

    I'm just going to say it. Godot is better. Hands down.
    EDIT: Okay after you mentioned consoles I had to change my opinion a little bit. Godot is better for hobby programmers. But I totally agree that console support would definitely be better with GMS.

    • @megapixeler
      @megapixeler Před 3 lety

      Yes... It all depends of what you are trying to do and where are you trying to distribute it. They are not comparable in the export capabilities or the license fees, among many other areas. Some areas overlap between them, but some areas are unique to each other.

  • @jk-gn2fu
    @jk-gn2fu Před 3 lety +1

    Godot engine: good
    Godot manual: suck

  • @accountyesplease8584
    @accountyesplease8584 Před 3 lety

    Godot is just fun to use. Gamemaker felt messy and unstructured to me. Godot's documentation is much better, because it tells you more detail on why or how something works. Gamemaker tells you the bare minimum. Also, I hated the DRM with Gamemaker; that got old REAL quick.

    • @Gdquest
      @Gdquest  Před 3 lety +5

      If there's one thing we get a lot, it's actually that GM's docs are better than Godot's. I think it mostly has to do with the code reference, where GM has usage examples.

    • @gamechannel1271
      @gamechannel1271 Před 3 lety

      @@Gdquest Depends on which part of the documentation you're looking at. Godot's documentation on class usage of individual nodes doesn't have usage examples, those are relegated to their own articles. I can see how someone looking at the "AnimatedSprite" class documentation who's just trying to use it for the first time wouldn't find what they want. They would need to go to the "2D Sprite Animation" article under the tutorials section of the documentation.

  • @charlesatanasio
    @charlesatanasio Před 6 měsíci

    Can I get a tl:dr?

  • @wanderleyvillas1
    @wanderleyvillas1 Před 3 lety +1

    Eu usava GameMaker a alguns anos atrás, sendo que hoje em dia eu prefiro utilizar Godot.

  • @demosthenes7902
    @demosthenes7902 Před 3 lety +1

    Programming anything seems counter-intuitive in 2020.

  • @Mk2kRaven
    @Mk2kRaven Před rokem

    Gamemaker has always been the better engine. Godot is incomplete and a buggy mess because of 1000's of contributors. I see a lot of people complain about godot for this reason.

    • @novh4ck
      @novh4ck Před 6 měsíci

      Incomplete? How do you handle language translations (especially Arabic and Chinese with their fonts and right to left writing) and 2D lighting in Game Maker?

  • @Baldur1975
    @Baldur1975 Před 3 lety +4

    You miss an Feature in Gogot? Just build it.

    • @tralavala9808
      @tralavala9808 Před 3 lety +4

      And if you cant then just wait and pray or change your tool ;)

    • @Baldur1975
      @Baldur1975 Před 3 lety

      @@tralavala9808 Everyone as he likes, we are a free society :-)

    • @bity-bite
      @bity-bite Před 3 lety +1

      Let me fix it, learn C++, get headaches and get to used how Godot code was made then pray

    • @druhu4590
      @druhu4590 Před 3 lety +1

      Don't even like Godot? That's fine, literally just code your own engine, that's the beauty of Godot - it's *open-source*

    • @gamechannel1271
      @gamechannel1271 Před 3 lety +1

      @@tralavala9808 You could also pay someone to build it for you and integrate it into the engine. You can't do that with Game Maker, you just have to hope YoYoGames will listen to your feedback.

  • @kaedeharakazuha2003
    @kaedeharakazuha2003 Před 2 lety

    meanwhile unity be like: am I a joke to you? 👁️👄👁️
    (Just for joke purpose lol)
    For me Unity is the best, I was use game maker but I think Unity is more powerful than godot and gamemaker for multiple reasons

  • @dugtrioramen
    @dugtrioramen Před 3 lety +9

    Game Maker is for people who do not want to learn or do programming.
    Otherwise, it is worse in basically every aspect.
    I even found prototyping much better in godot, as there's so many nodes and functionality that will already have your basics set up, so you can just do your own creative thing.
    In Gamemaker, there is a lot of reinventing the wheel, and a lot of extra set up if you want something even slightly complex

  • @borissman
    @borissman Před 3 lety

    Game Maker defiantly has some advantages over Godot. But i personally feel like Godot is much better in general.

    • @Mk2kRaven
      @Mk2kRaven Před 2 lety +1

      It isn't. Godot doesn't have that much more to offer and plus its syntax isn't that user friendly. No engine is like Gamemaker and yet every engine is like Godot.

  • @IBeJaMz
    @IBeJaMz Před 10 měsíci

    Gamemaker is king lol

  • @sockpuppetblue1515
    @sockpuppetblue1515 Před 3 lety +2

    ''im a web dev by day and game dev at night "" i love game make dragg and drop i learned how to code with it "" wtf really LIKE how do you web dev and not code did i miss d@d in c# ja lol come on man

  • @noogatok
    @noogatok Před 3 lety +1

    godot is free whereas gms isnt lol

  • @zendraw3468
    @zendraw3468 Před 2 lety

    theyr very dishonest, the only good thing about game maker is the dumbed down language. noone thats seriously developes somthing will use D&D. cant say much about exporting for consoles but im sure godot can manage. otherwise game maker has so meny disadvantages its hilarious to even compare them. the camera system is trash, the project saving and compiling, no imidiet testing. the integrated features are trash and unusable, like collision and inbuild cameras, noone uses those. if you use stacked scripts it crashes (stack overflow or whatever). it crashes if you try to import like 10 files together. it creates extra drives upon save becouse yoyo are lazy. you basicly have to deal with your game sproblems AND game makers problems. noone will go back to game maker, they just say it to not be rude.

    • @zendraw3468
      @zendraw3468 Před 2 lety

      @Matt Bergman and you judging grammer instead of seeing what is written takes away all weight of your "criticism". if you dont have anything to say just be silent. pseudo intellectual garbage.

    • @zendraw3468
      @zendraw3468 Před 2 lety

      @Matt Bergman i thought i was writing to a human being, but pardon me, your just a consumer waiting for someone to sell you something.

    • @zendraw3468
      @zendraw3468 Před 2 lety

      @Matt Bergman keep thinking that

  • @dhruvsolanke9493
    @dhruvsolanke9493 Před 3 lety +1

    1 view

  • @Riodragon1
    @Riodragon1 Před 3 lety

    Godot is very ugly but is good...

  • @kobalad1118
    @kobalad1118 Před 3 lety +4

    well I mean, one's free and open-source an the other costs up to 1600$ a year so I already did my choice

    • @Anriuko
      @Anriuko Před 2 lety

      ...and down to $0.

  • @martinzhelev7557
    @martinzhelev7557 Před 3 lety +2

    first