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What to choose: Game Maker vs. Unity (2D with RPG and quest elements)?
Hey!
A question arose that haunts a violent mind.
What is better to choose to create a simple 2D game (platformer or even isometric) with RPG elements (leveling, tasks with different branches of passage and the influence of choice on the further plot): GM or Unity?
About 5-6 years ago I collected the simplest arcade games at GM, Unity attracts with its community now.
Programming is a bit slow, I only wrote quests in RenPy (I studied the Python base for complex logics).
JS did not go (more precisely, did not devote time to it).
In order not to run into the ceiling of ready-made assets from Unity, you need to start learning C #. In GM, the language, in my opinion, is a little simpler, but will this affect the scaling of the game in the future?
I plan to release the game on iOS and Steam, so I guess what is better: release the game on GM or release the game on Unity and get development experience on Unity (which is more in demand than experience on GM) with C#. Or does it not matter?
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Choose Unity. It's silly to compare UNITY and some kind of backward Game maker. I don't understand its meaning. Some kind of left engine for beginners with its language going on crutches. (unless, of course, it is accepted as a full-fledged PL), but C # is ideal for games. Terraria is also written on it. But it is difficult to judge the language by the games created by prof. team. Choose. Maybe something will work out on the GM. But remember. Always think about the future
Made an amateur toy for GM over 10 years ago. These days, of course, only Unity is in this comparison.
Definitely Unity, a very handy system of sprites and 2D physics. Unity over the past couple of years has grown very strongly in the 2D segment. Here is the best course in the West for 2D games:
Complete C# Unity Developer 2D - Learn to Code Mak...
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