Why'd you pick gamemaker 2 over other game engines?
Thanks for the ask - thatās a really good question! I am only using Gamemaker Studio 1 at the moment, but 1 and 2 are similar enough that I think my answer can apply to both!
First and foremost, Gamemaker was the language I have had the most experience and practice in. Having developed some small unreleased projects for myself and a couple of gamejams with friends, I was already familiar with the language, but also had some code written I could use as a starting point.
Gamemaker has some really strong points - off the top of my head, these include:
An easy to learn language,Ā
A strong community supporting it,Ā
Very nice licensing agreements when it comes to monetising a project (once the software is bought, you do not owe any royalties from what you make using it)Ā
Focus on creating 2D games
That last point especially is key - for the most part, if you can dream it up in 2D, Gamemaker will let you do it without much hassle. I was already somewhat familiar with the data structures thatād house my gameās data, and the functions that could create and manipulate said data structures.
Conversely, a lot of the other popular language that indies use for game development support both 2d and 3d, and this can be a lot of overhead + fighting with the engine until you get it to do what you want it to do (i.e. ignore the 3d aspects). The other candidates I considered, Godot, Unity, and Unreal, seemed to suffer from this to varying degrees.
While Unity and Unreal both have tons more support and available code, I felt a 2D game in these engines would be overkill. Godot, on the other hand, I did not choose as it is still a relatively new language and I was not comfortable choosing it as yet.
Other 2D engines like, say, RPG Maker or Construct, I felt were too restrictive in terms of what could be done with them, and their coding components are not as heavily emphasised in favour of beginner friendliness. While this is great for someone starting out, I knew that what I wanted to achieve (random generation of dungeons, unique move effects and status effects, modular equipping of units, etc) would suffer had I used these.
At the beginning of the project, I wanted to manage both its scope and development time. While I am about 2 years into it currently, I felt that using Gamemaker would help me get started and finish quickest, and I find that even at this stage (polishing the demo), I am making good progress and never feel bogged down working in the engine itself. While it does have a lot of workflow quirks (code organisation and window management being the main ones), I find these to be overall quite minor.