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