But you'll have to do everything yourself. With Godot, you have freedom and performance. I had to make my own set of scripts to be able to deploy RPGs (still working on it). There are addons for some of those things, and the Tilemap editor has improved a lot since the development of Godot 4, but if you use Godot for a RPG, you're in for a ride. You won't have the nice map editor, the dialog/event system, inventory, characters, battles and pre-made assets. However, you'll have to do a lot of things from scratch on Godot. Godot gives you things like light, particles, shaders. You'll have to pay every version of RPG Maker (and prices never go down except on Steam). I don't have any hope for future improvements. ![]() One afternoon on Godot, and it was real 3D. Remember that battle thing I mentioned? Took me weeks on RPG Maker, and it had issues. ![]() It's a little annoying to setup the first time, but then you can instantly run your game on your phone. Godot runs at 60 FPS without having to optimize anything (in 2D).Īt that time, RPG Maker had bad/no support for mobile. The framerate isn't consistent and even with optimizations, you'll never run at 60 FPS all the time. The inner workings aren't always optimized (loops on process frames for basic collisions and interactions). In 2020, I tried Godot over a few weeks, and left all my RPG Maker experience behind after 2 months hesitating (I had already started working on a game). I started in high school, then learned scripts, programming, and I managed to push the engine to its limits, adding visual effects, optimizing things, etc.
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