ANYONE! And I mean ANYONE who supports Unity with its predatory monetization policy is an embarrassment and does not deserve a single ounce of credibility
Milanote doesnt work on mobile devices. Im not sure why,in today's world of how easy it is to make any website compatible with mobile devices, someone would make a product that doesnt at least make a basic version of their site. Maybe I'll remember to check it out later when I am back on my pc or maybe I won't. Bad idea.
So, there are a lot of mistakes and errors in this video but I'd just like to mention some things that I've learned so far. Construct claims it's a no code solution, but in reality, the only thing it does is wrap premade components in a visual interface, so you are still required to learn logic, which I feel it's a waste of time, because you'll invest time learning how to code anyway, so you are better off just writing actual code that you can then use somewhere else. Phaser is not a game engine, it's a framework. You won't get a graphic editor built in, you'll need to know how to code, which is fine. The downside of this approach is that their documentation is not that great, so you'll spend a fair amount of time trying to figure out things that you find in their documentation, but that don't work as expected. Godot is nice I guess, but its exporting options are a joke. Even if you want to export to the web, since it uses PWAs, it will export but it won't work on the Apple ecosystem, which is not great if you are exporting to the web. Also, GDscript won't be useful anywhere else. What matters is that you learn to think as a developer tho, not the language that you use, so that is not that big of a deal, but still, you'll still invest time learning the language's idiosyncrasies that you can't use anywhere else. Godot feels very shaky and unfinished. I'm trying Defold now. It looks very promising and feels more professional.
I’ve tried every major game engine (besides game maker) and I can confidently say that I HATE THEM ALL HAHAHAHAHAHA I MAKE MY GAMES IN RAW PYTHON AND JAVA HEHEHEHEHEHEHE
New to developing games, currently planning out a Deltarune fangame which will be the first ever game I make. The engine I’m using is the Deltarune fan engine Kristal, which is powered by the Love game engine. (Note: due to my fangame having a scope that, while very small, is still a bit above my skill level, so I haven’t started working on it yet to give me time to get used to the engine)
????? The only game genre you shouldn't be making as a beginner is an mmo... go and make that shitty lan multiplayer dungeon crawler you always wanted. You will learn much more than you expected. Should have I watched a youtube video about godot networking before implementing my thingamajig? Yes, probably, but I ended up with a pretty good system either way and I learned a lot
it is easy as long as it is not UNITY. For the fuckover they tried with charge per install, they should be greylisted and we should not allow them to grow as company.
Firstly, avoid social medias, I'm halfway done of releasing my first steam game, it's not good, and I know it, it does not compare.... with guys that had years of professional experience and had gone solo. My game is mine, a creation of love and that's all that matter, it may not sell, I may not recover expenses, but it's my child
Really good summary; you’re very knowledgeable. I’ve used Game Maker for a long time but have also made simple games in C/C++ as well as a web game engine in JavaScript. This has inspired me to get back into it again. Thanks. 🙏
Nice video. But good lord.. assigning textures manually is a nightmare! Instead you could've easily made an editor script using GPT in literally minutes which would do the work for you
2.5 Months before Steam next fest. Trying to integrate steam works inventory SDK, leaderboard and achievements in time for the demo. Remortgaging house in September if I get the last bit of confidence round one of QA. Failing this I'll go find a 9-5 again and cry Great video, enjoyed this. Will be sharing to students 👍
If I had money and wanted to make a game that is on the level of an unreal 5 game but I don't want to deal with epic's new unreal 5 guide lines, I might have to hit up crytek and ask if I can use the new cry engine that's out later on this year And yeah I also have to pay for that.
I've used Clickteam Fusion a bunch in the last few years and I can say it's probably one of the better beginner engines to use for learning how to make 2D games. It's very easy to understand how it works, (I think the event editor is awesome and more engines should use that style of visual programming) with a ton of built-in features and addons. The huge downside to it is that it's $100 for the standard software and another $300 for the developer upgrade. Not only that, but if you want to export your game to other systems like Mac or iOS, then you need to fork over another couple of hundred. Pricing is ridiculous but I think it's an engine worth trying
I know Unreal isn’t really made for 2D games, it does support them. It has a plugin with a few features for making 2D games mixed with 3D. Big developers have even used it. Notably Square Enix with its line of HD-2D games.
Godot is not a brand. It is a no-cost Free and Open source game engine and its capabilities are improving rapidly. In fact, is it the most popular open source engine and the fast growing game engine!
Great video. What I learnt ultimately, a game development project (video game, boardgame, based on paper) start with pen and paper. These steps bellow are for create a basic prototype and maybe a pre-alpha. Step 1 : Define the game and scope and goals 1. Simple game description 2. Game experience goals 3. Inspiration (Research) 4. Pillars (Main mechanics and theme in a high level description) 5. Set a milestone, for example develop a prototype (A short gantt chart is great) Step 2 : Design a very simple level on paper 2.1 Goals level (What is the purpose of the level) 2.2 Theme: About what is going to be your level 2.3 Elements (Like enemies, items, mechanics) 2.4 Sequence (Step by step what is going on in the level) 2.5 Layout (An ugly map of your level) Step 3: Prototype that easy level with low level assets (Basic shapes is enough). 3.1 Greyboxing (Basic layout of your level with grey and basic shapes) 3.2 Create all the elements you'll need in your level and import them into your game engine (More basic shapes or simple assets) 3.3 Program the basic behavior of your scene Step 4: Test it, fix the bugs and analyse it (Does it work as design ? It was fun? Did you acomplish your first goals? How to improve it) Step 5: Iterate the process from step one, with new information, new goals, new activities, new elements with the objective of improving the game, many times as needed. All the other element like music composition, artistic style, special effects, comes much later, once your game has a strong foundation. Good luck guys, It is a long journey.
Hu samyam, can you explain how can I use the new input system to set up a controller or mouse camera? I have been looking at your videos but cant get a way to use it
The main real drawback to godot is trying to figure out certain things. The documentation could be a bit better in places, and there's times where you're going to struggle to figure out something, but as you said, there's been a massive increase in the community over the past few years. It's getting easier and easier to figure stuff out. Now if only the devs didn't make creating tilesets in 4.0 so bad, I'd actually consider using it over 3.5.