- #Gamemaker studio 2 vs construct 3 update
- #Gamemaker studio 2 vs construct 3 software
- #Gamemaker studio 2 vs construct 3 code
- #Gamemaker studio 2 vs construct 3 series
GameMaker’s objects automatically assume that any element of the object may be accessed whereas Unity requires that each asset or component be explicitly referenced in the script in order to be used.įor the sake of teamwork, Source Control is built into GameMaker and Unity, but from my experience using it and communicating with other GM developers the Unity framework for source control is significantly more reliable than GameMaker, which in my experience frequently suffers from corruption. This is required to reference other components used in objects, such as a collider or sprite renderer. GetComponent() function, where T is the type of component being accessed. The most critical function to know is likely the. The manner of referencing built-in scripts, variables and engine components varies between the two engines, but the general programming concept is relatively similar.
#Gamemaker studio 2 vs construct 3 code
A primer on C# and time referencing the documentation and relevant tutorials is enough to bring one relatively up to speed, although C# is certainly not built towards users learning to code for the first time. GameMaker uses its own GameMaker Language (GML) whereas Unity supports C# and Javascript. and perform conditional actions depending on your game context. The independently developed GMLive does serve to offer a comparison to Unity’s live coding framework but having it built into Unity and being relatively easy to use makes it all the better.Īs far as the coding goes the process is relatively similar write functions that reference other components, objects, input states, etc.
#Gamemaker studio 2 vs construct 3 update
Better yet, the organization of these C# scripts makes it easier to keep Start code near its relevant Update code, take full advantage of external coding IDEs, and modify ‘public’ parameters with Live coding. The Create event becomes the Start() function, the Step event becomes the Update() function, and so on there’s a functional equivalent for just about any GameMaker event and script object. Transitioning over to Unity, these events are handled within C# script components embedded within Unity objects. Within each event are blocks of code, either GML scripts and/or Drag and Drop elements depending on the user’s preferred method and experience. Although they cover a variety of situations including Create, Step (action per frame) and Draw, many advanced users tend to just use the aforementioned three events as the remainder of GameMaker’s events can often be handled within one of these event archetypes with scripts.
#Gamemaker studio 2 vs construct 3 series
GameMaker handles all its code within a series of events. I may not go into as much detail on GameMaker functionality as I would if I were introducing the IDE. I am still very new to the Unity engine and before totally adopting it as my development solution I want to ensure that I make a proper comparison between it and GameMaker’s features by means of a case study: I decided to port my existing game Grit Grumble’s Happy Factory (GGHF) over to Unity and note the hurdles involved in the process.īefore getting into this blog I want to note that this discussion is directed towards people who are already somewhat familiar with GameMaker’s functionality and are interested in adapting to features in the Unity engine. There are some excellent changes coming to the GML language soon, including lightweight objects, but for the time being the language pales in comparison to more industry standard languages. The important remaining question for me is whether Unity has suitable, accessible replacements for the features in my GameMaker Studio development pipeline and IDE. In many ways, it is significantly faster to get a project developed in the Unity engine as well: Unity features built-in input handing, support for conventional programming languages (C#, Javascript) as opposed to GameMaker Language (GML), and a well-supported 3D engine with VR capabilities. Unity simply has more support thrown behind it as well as fewer financial barriers for developers looking to export to multiple platforms. GameMaker has been my primary game development tool for at least 10 years and it hasn’t been until recently that I’ve felt that simply using GameMaker for my development needs may not be the best way to go forward.
#Gamemaker studio 2 vs construct 3 software
I suppose in any major transition between updates or software there comes a series of hurdles involved in familiarizing oneself with how the new engine works.