• ⚠️ Notice: Our XenForo license and several essential add-ons are up for renewal.

    We need to raise $300 to keep LewdCorner running smoothly and up to date.

    If you enjoy the platform and want to support its future, please consider donating here.

    Every bit helps — thank you for keeping us online and ad-free.
  • Uploaders Wanted! HERE(Click)

Developers: why did you pick your game engine?

lcstb

Registered
Lewd
Joined
Mar 13, 2023
Threads
1
Messages
83
Likes
40
Activity Coin
0
Donation Coin
0
Platinum Coin
0
Members+
I sometimes see games where I'm wondering: why did you pick that game engine (renpy/unity/java/...) where another game engine would have been so much easier for the type of game you're developing.
 
Often it is because of familiarity. If you already know how to use a specific engine, it's generally easier to keep using it rather than learn a whole new engine.
 
I sometimes see games where I'm wondering: why did you pick that game engine (renpy/unity/java/...) where another game engine would have been so much easier for the type of game you're developing.
prob multiple reasons
familiarity, how fast can it be luerned, and how much impact dous it have to generate things on said PC
 
Often it is because of familiarity. If you already know how to use a specific engine, it's generally easier to keep using it rather than learn a whole new engine.
I understand that, but I've seen some games made in unity where I think: "You're only doing very simpel binary choices in a popup every time and no fancy animation stuff etc: why not renpy, it appears to me to be not that difficult to learn just the basics for that.
Or javascript games in a browser that are such an utter mess to look through the code where again the above applies...
 
Even if it isn't that difficult (and that's subjective), it still does take some time and effort. That has to be weighed against what actual advantages you would gain. If a dev doesn't feel they would gain enough from changing engines, then why should they waste their time.
 
I understand that, but I've seen some games made in unity where I think: "You're only doing very simpel binary choices in a popup every time and no fancy animation stuff etc: why not renpy, it appears to me to be not that difficult to learn just the basics for that.
Or javascript games in a browser that are such an utter mess to look through the code where again the above applies...
Sometimes it's because the developer is trying to learn that engine/ programming language in order to do something more complex for their next game.
 
  • Like
Reactions: 1 user
I wonder why in the fucking hell anyone would pick RPGmaker. Anything made with it is shit. Is it just that easier to use than the other ones? Having to navigate sucks ass alone, but the map graphics are just terrible.
 
I wonder why in the fucking hell anyone would pick RPGmaker. Anything made with it is shit. Is it just that easier to use than the other ones? Having to navigate sucks ass alone, but the map graphics are just terrible.
I tried making something with RPGmaker once, gave it 5 min before closing it and running away screaming. Mistake I made was going in totally blind and thinking it would be easy.

If I was making a VN, I'd use renpy 100%. It's easy to learn and use, almost everyone prefers it and the vn's I've played in unity/rpgm sucked to play. Being able to save anytime and roll back is 100% for the win.
 
  • Like
Reactions: 1 user
I tried making something with RPGmaker once, gave it 5 min before closing it and running away screaming. Mistake I made was going in totally blind and thinking it would be easy.

If I was making a VN, I'd use renpy 100%. It's easy to learn and use, almost everyone prefers it and the vn's I've played in unity/rpgm sucked to play. Being able to save anytime and roll back is 100% for the win.
Makes me wonder even more why any use it.
 
Most popular free engines for newbies. No?
 
This User is on vacation. Response time may be delayed. Vacation to Dec 31, 2105.
I picked Renpy because it was the obvious choice. There are some valid reasons for using other engines, but I think a fair amount of non-Renpy games are non-Renpy because the developer didn't know any better. For anything without significant game elements Renpy is so easy to get started with that having experience with another system doesn't really count for anything.
 
  • Like
Reactions: 1 user
depends of the pc of the developer some engine is good but takes a lot of cpu power
 
I wonder why in the fucking hell anyone would pick RPGmaker. Anything made with it is shit. Is it just that easier to use than the other ones? Having to navigate sucks ass alone, but the map graphics are just terrible.
RPGM is very easy to use (relatively speaking). So a lot of people use it because it has a low barrier to entry & a lot of existant assets you can use to make a game.

The map graphics are "horrible" if the default graphics are used. An engine is not its assets. People have released visually stunning games in RPGM, they're just not the norm since many devs try to create minimum effort image games for easy money.

And nothing stops you from using Javascript to code plugins that create a fundamentally different gameplay, map system, or interface. It just means you'll have to put in the work.
 
I will likely always use Ren'py. I understand the basics and for my needs, it fits perfectly. I can understand code if I read and study it, and basic Ren'py (without using a lot of python script) is about as easy as it gets from what I've found.

Note where I say for my needs. If I wanted to make an RPG game, I wouldn't use Ren'py. I'd look at others.
 
RPGM is very easy to use (relatively speaking). So a lot of people use it because it has a low barrier to entry & a lot of existant assets you can use to make a game.

The map graphics are "horrible" if the default graphics are used. An engine is not its assets. People have released visually stunning games in RPGM, they're just not the norm since many devs try to create minimum effort image games for easy money.

And nothing stops you from using Javascript to code plugins that create a fundamentally different gameplay, map system, or interface. It just means you'll have to put in the work.
Yeah, I'm clueless about that sort of thing. It took over a year, with help, for me to learn how to unzip a file. Besides Javascript is jank and NEVER works right
 
Yeah, I'm clueless about that sort of thing. It took over a year, with help, for me to learn how to unzip a file. Besides Javascript is jank and NEVER works right
Why would javascript be jank and never work right? It's code. It works like every other code: the way the developer uses it.
 
Why would javascript be jank and never work right? It's code. It works like every other code: the way the developer uses it.
Everytime I've been on a site that uses it, something is fucked up.
 
  • Haha
Reactions: 1 user
Everytime I've been on a site that uses it, something is fucked up.
So...most of the internet? Because even things like Typescript are just syntactical supersets of Javascript.
Unless you've got a website that's pure HTML & CSS, you're going to have javascript.
 
I picked Godot because it's free and easy enough to use for someone like me who isn't very experienced with coding. I also want to make things with more gameplay to them and Godot is a full blown game engine that I can do whatever I want with.
 
Back
Top Bottom