Hello you may know me you may not, i was never very popular on here but i am writing this message
I am leaving gdevelop for godot, as said in the title. gdevelop vs godot
In gdevelop vs godot, godot has vetter 3d display and real programming language
Gdevelop kinda makes my models look weird
Nothing bad about gdevelop but it also has to havw the water mark at the start witch is kinda annoying my game
You may have known i mentioned my game and if you are interested i might be able to post the itch io link on here (unless im not alowed) if yoou were looking forward to that
Best of luck, folks. i hope you find what you are looking for in your game dev journey.
If you are looking for mixed 2D/3D I strongly recommend Defold over Godot just because it is significantly more battle tested (and supports consoles exports directly), but Godot is totally solid.
Unless you want to interface with some native API’s, GDScript, nor C# or C++ going to make any real difference compared to the event system in GDevelop or JavaScript. Infact JavaScript in GDevelop offer more control than GDScript in Godot.
Regardless Godot is a good engine with its own strengths and weaknesses.
Using JavaScript in GDevelop is very difficult. You’ll be drowned in API’s not meant to be interfaced with, and if you use the event system…you don’t get some features of just…basic coding. You don’t get functions. If anything, pursuing GDevelop will trap you into a platform not intended for you to grow. I learned this the hard way, start with Scratch or something else. I find it specifically hard to transition away from GDevelop.
Hmmm… either theres a misunderstanding somewhere or I’m not sure I agree with a lot of the above. Not 100% sure where either my confusion on this post is or if something is missing.
Functions have been in GDevelop as long has GDevelop 5 has existed if not longer (they are made in the extension builder). They became even more directly equivalent to most code based programming functions once local variables were added a few years back.
As far as being trapped in some way, the logic you learn in GDevelop applies to any game development, not only the event system here. The same is true for the node system and gdscript in Godot. None of the GDscript code will be applicable to other engines, but the logic will be helpful. Whats more the logic you learn in GDevelop’s event system is close to most object oriented logic in other engines that use OOP, and definitely closer than scratch is.
As someone who used to have to deal with javascript as a bizdev for my day job, interacting with the GDJS api is no more or less complex than any other javascript APIs (you are just interacting with usually 3 of them, the renderer + howlerJS audio + movement systems, its just encapsulated within GDJS).
That said, the only first class language in the engine is the event system, and developing via JavaScript expects you to be an experienced JS dev with full knowledge of handling multiple bundled APIs that are bundled into an joined API layer. Definitely doesn’t have any of the simplified abstractions of the event system, but it isn’t designed to have them.
I agree with that JavaScript in GDevelop is not beginner friendly but it is not intended for beginners or to be used as the primary programming method, but intended for experienced users to overcome any limitation they might have with the event system or in case they need any functionaly the engine is missing.
Personally I need to use JS very rarely, the event system and expressions are efficient for 99% of the tasks need to be done. Also as it was mentioned by others, once you have some experience with JS and JS frameworks in general, using JS in GDevelop is no different than using any other JS framework.
But I agree GDevelop could benefit from a higher level abstraction layer to make it a bit more beginner friendly for those who wish to transition to JS simply for the purpose of self improvement but prefer to stay inside GDevelop.
The extension editor is a pretty bad way to make functions in my opinion. There are plenty of limitations put in place because it expects itself to be an extension, not a function that only works in your game. Also… I’m pretty biased, but expecting someone to go from nothing to learning the worst language in the entire world isn’t very user-friendly in general. I have experience doing all of this too. I’m a web developer, but that doesn’t mean it isn’t painful.