4/30/2023 0 Comments Unity3d vs ready maker![]() I don't see pixel art games with unity that much. He started working early 2013 and the game was released early 2016 so yeah 3 years. I feel like HDL may have taken some time because of the pixel art coupled with some of game Maker's quirky nature at the time. Also correct me if I'm wrong but GML isn't exactly an OOP language is it? Is GML kind of like actionscript was for flash? Actionscript was kinda like a derivative of JavaScript, what does GML resemble? I have read people saying doing"complex" stuff with GML can be frustrating, compared to C#. I've fairly dipped myself into unity and it'd be a waste to use up time learning another engine so it's helpful to learn from someone that is already used to another engine. The reason I was concerning myself with the language was because I was assuming a lot of the challenges people faced with game maker vs unity was the language more than the interface, but I think I'm wrong. If you have more specific questions about Game Maker I'd be happy to answer in this thread or as a pm. I have a lot of experience with Unity but not building anything like HLD. Most notably their Spine runtimes (we use Spine assets instead of sprite sheets) seem buggy as hell without any noticeable effort on their part to resolve the issues.Īnyways, I think you could go either way. I haven't hit a major road block but it's been a lot of little things. I am however on the Unity forums today because I'm thinking of ditching Game Maker and porting everything to Unity 2D. I'm managing a lot of objects in pretty large rooms too. The game I'm working on runs at 60fps with 1080p resolution without any issues. Both in terms of features and performance. I will say that YoYo Games has made a lot of progress with Game Maker since HLD was released. I've been working on building a game with Game Maker Studio 2 for the last 7 months so I can speak to it's strengths/weaknesses. ![]() GML is a little strange for sure but I got used to it. I'd say it's more important to pick the right platform and just force yourself to adapt to the programming language. A game like HLD is going to take you 2 - 3 years of work minimum (I think HLD drifter took longer. The first thing I'd say is don't let the programming language of choice dictate your decision. I know this is very ambitious, but like I said, I wanna start somewhere that makes me stick with something. The game I have deep in my heart is a similarly passionate game to HLD, dipped in pixel art / maybe some 3D lighting effects here and there and top-down view similar to secret of mana and Link to the past combined with a metroidvania style level design combined with some unique skill-sets that a player can achieve as game progresses (similar to getting the white megaman X). ![]() ![]() I have also completed two tutorials for Unity already, a pong game, and a really simple space shooter game. ![]() Time isn't necessarily an issue since I have a good job as a DBA at a fairly large company. I also love to draw, I'm not great at it, but I have cool ideas that are dormant until I can be good at the coding side of it. But I've also dipped into OOP languages like C# and a little bit of java. Has Unity changed much from 2013 til now on the 2D terrain? If so, how? (This is my second question)Ī little background on me, I'm currently a DBA, and I work on engineering tools that would act as an interface for databases (so front end development for DB stuff essentially.) So my skills right now are predominantly javascript, python, react.js, and a few other front end oriented stuff. I've also been a huge fan of RPGs like secret of mana, Diablo and Baldur's Gate. I grew up with Castlevania, Megaman X/Zero and many games that utilized the dash feature and I've always loved it. I'm pretty conflicted at the moment as to which engine to go for exactly (the scale is still leaning towards Unity atm) and I wanted to get opinions on which engine (programming language would make it easier to code, say, a feature like a dash like the one seen on HLD? (First question) With that said, for some reason, I enjoy the fact that Unity utilizes C# as its scripting language vs a very engine specific language like GML for Game Maker. I saw Hyper Light Drifter last year, the game's made in Game Maker Studio and I'd found that people were complaining about its performance at 30 FPS initially and that Heart Machine (Its developer) fixed this issue later on to 60FPS. I'd posted on these forums some months ago regarding starting on Unity and I had taken a break to learn other concepts/real life stuff took over and I'm getting back to being excited to work on the next "IT" game that I'd like to make on Unity. ![]()
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