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decided to make a game. which engine do i use?
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>>738706283
Godot is just open source Unity.

Avoid Unreal at ALL costs.
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>>738706283
Fox engine
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>>738706283
If you can't make the decision by yourself, then you are a beginner and should pick Unity.
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>>738706283
That depends.
What's your experience level?
Are you making things for the very first time, or do you already have a portfolio of past projects?
Are you a do-it-all prodigee, or just a-OK artfag / code monkey? Meaning how much do you think you have to still learn to get your stuff done?

And last but not least:
Are you planning to create a small 2D game, or a larger 3D title?

For the former, you may want to check out something simple, like Gdevelop 5 (no, not Godot). Even something super basic, like RPG Maker, could be a great way to get your feet wet.

For everything else, go with Godot.
Unity became a bunch of fucking jews a few years ago, chasing tons of devs away from it. It also never has been a joy to work with; take that from someone who started using Unity in 2010.

GODOT has improved shittons in a few short years. It has truly the chance to become the "Blender of game creation". It is well optimized, truly open, has a good community, and it's way more fun IMO to use.
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What's the flash game/browser engine equivalent for 2026?
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>>738706283
Roblox studio
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Where do i find good learning materials if i want to make a dragon's dogma like dungeon crawler?
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>>738706687
>a dragon's dogma like dungeon crawler
fucking based anon. I'm making a DD-like too but mine's more like a mix of zelda adventure with DD combat
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>>738706618
The best answer
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>>738706283
Unity, I've been using it since forever, still the best around.
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>>738706283
Id Tech 3.
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>>738706283
You won't make shit.
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>>738706931
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if you don't understand graphics you shouldn't make a game
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>>738706931
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>>738706582
how did you get block coding for godot?
im thinking of using unreal just because it seems extremely annoying to annoying to do coding even for basic stuff like character walking
i have used rpgmaker before but i wanted to make something 3d low poly
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I wondered why everyone around this place praises godot and found out it's open-source. Open-source cultists praise stuff like gimp lmao. I wouldn't use it. Always pirate the popular alternative if there is one.
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>>738706582
how the fuck is this supposed to be easier than writing code
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>>738706757
What engine are you using?
How do one learn coding?
I only know how to draw and do 3d
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>>738707021
You just connect the wires to the appropriate boxes anon
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>>738706939
>>738706990
That's a strong argument, however, you still won't make shit.
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>>738707002
also i have some big turn off about unreal, like the fact that everything, even tutorials, are paid
on rpgmaker mv i could just go to the forum and there would be a gigachad guy with a plugin and a script with everything that i needed for free teaching how to use it
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>>738706990
>>738706939
if you are asking such a question in the first place, you are so far removed from a properly finished project it's not even funny
less crabbing and more "you can't even pyw nigga there is no advice that will help you if you aren't actually doing anything"
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>>738706583
There isn't one.
But Gdevelop can be used and export browser games, even release straight to itch.io

>>738706687
You don't want to get stuck in a tutorial hell of "How do I do this ONE specific thing X ??".
Instead, learn the foundations, the basics of all game design. Look for inspiration. Try to solve things on your own as often as you possibly can. Learn to think like a game designer, a problem solver.

The core principle is always the same:
Take your "problem" (eg. "How do I create thing Y?"), and split it into smaller and smaller sub-goals. What details create the whole-sum of (My Game)? And what smaller parts form those details themselves? And what atom-level bits are needed to said small parts?
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>>738707002
>how did you get block coding for godot?
Dude, there's MULTIPLE visual scripting options in Godot these days.
You can even code in "SCRATCH" these days!

https://www.youtube.com/watch?v=U7n7gJIkbk0
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>>738707282
thanks, i didnt know that
every time that i googled and looked on reddit if it was possible they all said no
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>>738706283
GameMaker or RPGMaker. All the games with immortal soul have been made using one of these two engines.
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>>738707352
>every time that i googled and looked on reddit
>looked on reddit
Either you're a master baiter, or a gullible nufag moron.

>>738707489
GameMaker was convoluted piece of shit already 20 years ago. Never liked it.
GM also became a subscription-based service a few years back.

Gdev does everything better, and feels like ye olde Games Factory.
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>>738707528
>gdevelop
Never heard of it but it looks like it is right up my alley. Thanks anon
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>>738707037
>What engine are you using?
Godot, and so far so good. Some annoyances like the lightmap baker being a bit dogshit but aside from that I'm happy with the choice
>How do one learn coding?
I went to coding school and have been working as IT dev for 11 years. I'm not a great dev but for making a game the thing you need to care the most imo is optimization, scalability and maintainability. Basically try to keep the code as scalable and clean as possible so it doesn't bite your ass in the long run, and avoid the "well it's working so that's enough".
For learning I'm sure there's tons of courses online.
>I only know how to draw and do 3d
well you already beat me in that department lol
good luck with the project anon, if you need anything hit me up man I'm usually around the gamedev threads here on /v/ or if you have X you can look for me at @tinto_gamedev
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I hate Unreal but I hate everything else even more
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>>738707727
NP mate!

I used to fool around with the ClickTeam studio's various simple game making programs when I was a wee lad, and it easily BTFO of GM and the such. A literal codelett pre-teen without the modern internet luxuries managed to cook up various little game demos of multiple different genres, 25 years ago.

Gdevelop is like a spiritual successor to said apps. Except it's 100% free, and allows publishing retail games!
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i have the basic functionality of my point and click vn down but now im too intimidated by the workload to make anything with it
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>>738707037
I used to know a java website with a good tutorial on fundamentals+objects and the official python website had a good tutorial on the language that included fundamentals too, idk where to find it now. That godot visual code image seems to use object logic so that could do it idk
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>>738706283
unreal has plenty of quick tutorials to do one certain thing in like 5 minutes and blueprints are easier than coding
just dont watch a ryan laley video
but unity gives you more control and you can use chat gpt for coding half the time
is game maker still the best for 2d stuff
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>>738706283
Do you need to make some hyper-photorealistic thing? (You don't.) If so, Unreal.
Otherwise, do you have an autistic obsession with FOSS shitware? If so, Godot.
Otherwise, are you making a large scale strategy or engineering game that requires insane amounts of optimization? Custom engine.

Otherwise, Unity.
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>>738708090
Like said many times:
don't make "Finished, big game" your main goal.

Split it into smaller and smaller tasks, tiny sub-goals, and start tackling them, one by one.
This way, the towering project in front of you won't feel so imposing, and you actually can see your progress happening as you tick the various tasks on your list.

And speaking of lists, make a game design document for your game!
Use it to list the stuff what you want to have in the game, and use it as the script for your future actions.

It also helps if you can rank the various ideas of yours into "Crucial essentials" (must be implemented in order for the game to even work / count as a "game") , "Secondary nice-to-haves" (stuff that enhance the experience, but are not as crucial), and the "tertiary bonus fluff" (can be easily sacrificed).
Focus on the tier 1 crucials, and consider everything else as polish.
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When people mention tutorials for this or that, or their absence for a given engine, do they just not know how to solve problems? Specifically videos and courses rather than stackoverflow or a dedicated forum. Maybe it's all due to shit documentation or obscure side effects? Are there that many artfags that can't even handle RPGMaker, yet are dealing with way more complex stuff?
Prepare for a real big humblebrag from anonymous here, because I sincerely don't understand the purpose of those things. When you are dealing with solved problems, you don't need tutorials but implementations. When you are dealing with novel problems, generic tutorial can't possibly help. When you can't formulate a problem, you have an underlying design question (YOU) need to answer yourself. Feels like the programming equivalent of hoarding artbooks and references instead of actually drawing.
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>>738706582
>What's your experience level?
for game development, virtually none. i've made a basic astroid blaster game in unity, and a tetris clone in pure C++. that's about it.
>Are you making things for the very first time, or do you already have a portfolio of past projects?
for the first time
>Are you a do-it-all prodigee, or just a-OK artfag / code monkey? Meaning how much do you think you have to still learn to get your stuff done?
i have a lot of free time and a lot of training in low level programming from college, but it was for embedded systems, not games.
>Are you planning to create a small 2D game, or a larger 3D title?
most a bunch of various small 3d ideas (platforming/hacknslash). i'd like to do level streaming to consolidate it all as one big area where you can explore different gimmicks, but idk how to load/unload stuff seamlessly without causing microstutters. i've mostly been looking into shaders for visual effects, like doing water, grass effects, and have kinda lost focus.
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>>738706958
I wouldn't put it quite that bluntly, but I actually got a lot more progress just learning OpenGL with SDL instead of a full engine.
You don't often understand why things are set up the way they are until you try to do it your own way, and fail miserably.
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>>738706283
Is godot still unencrypted garbage? did they implement bytecode export already?
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>>738710215
yeah
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>>738710685
yeah "garbage" or yeah "now encrypted"?
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is game maker sufficient for making 2d beat em up with Z axis like dragon's crown or should I go for unity for that?
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>>738706283
Someone in a thread on gdg said that godot's open source makes it easy for jeets to decompile, steal your game and publish it with ads in their respective shithole to make quick bucks. That's been putting me off from touching it now.
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>>738710756
they added the bytecode export apparently it was gone temporarily.
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>>738710776
yes it's enough. It's a pretty good 2D engine and it'd probably perform way better than Unity for that
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>>738710812
ohh nice. time to check godot again I guess.
>>
game engines are for ngmi retards, there is an overabundance of gamedev libraries and resources to learn how to program and now you even have llms to teach you or even do a halfass job for you if you are that incompetent. if you cant understand why running software inside of software is retarded then you are ngmi++.
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>>738710872
that just sounds like reinventing the wheel while losing sight of why you wanted one. even if you could vibecode an engine, in that timeframe someone made a working prototype in an existing engine.
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>>738710872
I don't even know what a library is or how you're supposed to program without software to program in
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Fuck game engines. I'm making my next game with javascript in the browser
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imagine not making your game fully in binary code.
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>>738710937
this implies that unity and the like are a "wheel". they are not. games are software and do not require an engine. you can just write a game. you are ngmi++ certified.
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>>738710872
explain the abundance of successful games built on engines
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>>738710942
if you are geniunely this fucking stupid then a game engine isnt going to help you either.
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>>738710974
you think your comment is clever but you are just showing off your illiteracy
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>>738711184
been doing fine with Pico 8 so far
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>>738711184
that's literally what they're for you retard
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>>738711217
stay mad non-binary
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>>738711075
Can tell you're a neet because people who actually need to make a living aren't going to double their game's development time out of some misplaced pride.
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>>738710947
I'm making a game in JS right now and I wouldn't recommend it tbqh.
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>>738706283
I made my own engine in c+. It wasn't very hard.

>>738706583
You can still use flash. Ruffle is a godsend.
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UE. Power through it. Because when you do actually learn it, you can make super realistic VR porn for yourself.
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>>738706283
if it's a 2d pixelshit
it doesn't matter
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>>738711385
look at all the seething i have created. it doesnt take any longer to write a game yourself. in fact, depending on what you are doing, it is faster than using an engine. this is a fake concept youve made up in your head because YOU dont want to put any effort in. nothing to do with pride, only passion. cope harder.
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>>738711504
>>738706583
There was that guy Bill on Newgrounds who was working on a modern day Flash alternative that can export to HTML5.
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>>738711659
And it's certianly not gone anywhere yet.
Meanwhile, Ruffle has an active development team, who are actually paid to work on it, and Ruffle has something absurd like a 95% compatibility rate with all Flash games (the issues seen to stem from Actionscript 3, but my projects are working perfectly).

An alternative is a great idea, but it won't be usable for years.
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>>738707050
If you know which boxes you need and have to both type+use mouse to connect, then you have all the tools to write code, eliminate the mouse, much higher speed.
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>>738706958
Don't waste your time. If you really want to make a game worth half a shit this is precisely what you must do:

First, get a standard calculus text and dive in. You should also get linear algebra and discrete math books as well; make sure the discrete text is proof based.

Once you're a couple chapters in to your discrete book (you will want to have covered basic proposition and higher order logic, and basic proofs), you may begin learning programming and computer architecture. As a litmus test, if you don't know what this statement is

∀P((0∈P∧∀i(i∈P-->i+1∈P))-->∀n(n∈P))

you aren't ready to take the reins of a computer.

Now, forget what you do know about computer programming:

First, you learn boolean logic operations
then, you learn transistor logic
then, you learn how to build functional units from logic gates
then, you learn CPU design
then, and only then, you learn assembly language
then, after you have mastered assembly language (not dabbled, but mastered it), you learn C
then, after you have mastered C, you may learn the higher-level languages of your choice, but you will always use C and assembly as your primary languages because everything else is unnecessary bloat.

By this time you should be finished with your first wave of math and ready for the next: abstract algebra, analysis, multivariate and vector calculus, and, after you have progressed a way in those, topology.

Finally, you become familiar with topoi, and study the internal logic of categories
then familiarize yourself with (general) type theory, and its applications to programming. I also recommend studying how to reformulate mathematics in terms of globular categories for use in automatic theorem proving, because there is an inherent programming-like 'feel' to it.
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>>738706583
Game Maker Studio 2
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>>738714039
I think Toby Fox understands none of this and he made the best game ever
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>>738706283
Unreal Engine 3. Maybe 4. Fuck 5.
Then Unity.
Godot is open source, but woke. Go for Redot.
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>>738706283
Try Defold
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>>738706283
Unity for easier to get help online.
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>>738708375
>a large scale strategy
>that requires insane amounts of optimization
I'm doing that and using Unity.
At some point, you are effectively building a custom engine over the "main" one, but it's still a huge time saver to not have to handle the menial / non-perf-critical stuff.



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