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The engine includes pathfinding, physics engine, multitouch support, custom hitboxes, platformer engine, tiled maps, multiple layers and cameras out of the box. All of these features can be used without programming knowledge, using the visual editors. See More
GDevelop is able to create HTML5 games that can run on web browsers and be exported to iOS and Android using solutions like Intel XDK or Cocoon.JS. GDevelop is also one of the only friendly game creator that is able to make native games for Windows and Linux, which are blazing fast and allow to make advanced games with lots of objects, effects and very large levels. See More
No need for coding using this system which is clear and powerful: events are composed of conditions and actions. Actions are launched when conditions are fulfilled. This is a very friendly way of making games and is still efficient for advanced usage, contrary to most other "block"/"drag'n'drop" systems. See More
The whole interface is intuitive and easy to learn: each part of the game can be designed using visual editors. The objects editor is used to create the objects of the game, the scene editor help you to build the levels of your game and the events editor allows to give life to the whole game without programming. See More
Thanks to its open source nature, GDevApp.com was built over the GDevelop engine. GDevApp.com is a complete game creator similar to GDevelop, available directly in your browser and compatible with iPad and most Android tablets and phone! The app is perfect for making games directly from your sofa and you can even start a game on GDevApp and export it to open it inside GDevelop. See More
Prebuilt behaviors can be added to objects. This is a very efficient way to add a physics engine or make a platformer game. Lots of behaviors are included, from the most advanced (Physics, platformer, top-down movement) to really simple one (like the behavior to destroy objects when outside the screen or the one to drag objects with mouse or touch). And you still have full controls over your game as behaviors can be modified using the events! See More
Powerful yet no coding skills requiredWebflow lets you build fast and fully responsive websites with your own designs and features without writing any code.
Free until you need a custom domainYou can fully build and design your website to explore the features without paying for a plan.
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To build your app for the device (iOS/Android/AppleTV) Corona requires to fetch resources from online. This would include base application template and plugins. This allows not to perform local build or use Xcode or Android Studio to do a build. Even Large games/apps would build very fast with good internet connection. Your code never leaves computed. Corona SDK would transfer some information to determine which plugins and pieces has to be transferred in order to make a final steps in build. As a bonus - you get basically one button press to get from your Corona Simulator game to game on a device. See More
Construct 2 uses WebRTC technology to support it's multiplayer functionality. The nature of the technology allows peer-to-peer connection which does not require game developer to create server side architecture to allow communication between games. See More
All platform exporters are part of the subscription. There are no additional fees and new exporters are added quickly and maintained well. Currently, 15 platforms are supported, including HMTL 5, iOS, Android, Windows, Chrome Store, PhoneGap and Scirra. See More
Construct 2's event system allows for deep, detailed control over all aspects of your game. You aren't limited to just a few options. Rather, Scirra has thought of nearly everything in advance with access to any desired parameter of any object all paired with simple and intuitive ways to interact with them. Your events can be organized with event sheets (that can be included in other sheets), event groups, sub-events, loops, and functions that make the coding portion of your game as efficient as possible. You don't need any programming knowledge, but if you do have some, you'll feel right at home with the freedom C2 offers. See More
After using a few quick tutorials you can quickly catch on to the event system this program uses and quickly be able to build any type of 2D game you want. You can download a few sprites from google and put together a working level of Mega Man with character movement / animation / enemies / collision detection / scoring / Tile map and AI within about 2 hours. The built in behaviors are incredible. It's amazing how Construct can simplify the most redundant tasks in game development. See More
After using a few quick tutorials you can quickly catch on to the event system this program uses and quickly be able to build any type of 2D game you want. You can download a few sprites from Google and put together a working level of Mega Man with character movement/animation/enemies/collision detection/scoring/Tile map and AI within about 2 hours. The built-in behaviors are incredible. It's amazing how Construct can simplify the most redundant tasks in game development. See More
Construct 2 is a tool for not just programmers, but artists as well. You can create a game with only visual coding, which is easy to learn and doesn't require any previous programming knowledge. You can focus on making your game better instead of just coding. It has some limitations of course, but it's definitely worth it. See More
For any multiplayer online game, lag is a concern. BYOND handles all the networking for you, so that you can just make your game, but this streamlining comes at a price of some client-side input lag. There may be no way to take all the effort out of networking without this tradeoff, but it is still a tradeoff. The take home point is, if you make a networking engine from scratch for your game, you can cut down on lag even more. But, if your game is designed well with minimal lag, and with a reined in scope, you may as well take advantage of BYOND handling all the networking work for you. Read more about the Client/Server model's pros and cons here. See More
Unity3D provides an exhaustive documentation where everything is given a full description supplied by a number of examples as well as video and text tutorials and live training sessions to understand the ins and outs of the engine. In addition there's an ever-growing community that can offer advice to help resolve any situations that may arise. Along with the official Unity resources, there are many high quality (and often free) third party tutorials available. See More
Unity3D is proprietary, closed source game engine. Unity asks money for features like basic version control support, etc. It is impossible to migrate a game from Unity3D in case performance does not satisfy growing requirements of a project. See More
Given the use of C#, the memory control is out of the developers control, this can be good, but not controlling memory means that the garbage collector can trigger at any time and ruin performance. This is known as Stop-The-World (STW) problem; these days with the best GC but huge memory usage - we're speaking about 50-100ms STW pauses (make sure to test on your specific platform - it varies greatly and depending on specific GC can easily reach seconds(!!)). See More
For those developers who can't afford an artist, or aren't skilled enough to create their own art, Unity features an Asset Store full of a wide variety of free and paid assets that can be easily added to a game. The Asset Store has more than just music and art. It also has code and modules that can be added to games including unique lighting or GUI systems. It also has powerful asset management and attribute inspection. See More
Unity3D uses very unique approach for doing things. Most of the knowledge acquired while using it, would be completely non transferable to other engines. Advanced Unity3D programming is really dealing with Unity3D bugs, and finding loopholes around engine issues - nothing to do with graphics, etc. Skills which would be valuable with other engines. See More
Asset bundles are a way to load external resources that are not packed with the game or application and offered as a separate, optional package. However, they may not be compatible between versions or even platforms (you have to create them separately). Asset bundles need to be loaded and unloaded, avoid concurrent loads from web or cache or a naming collision can happen. You can find workarounds with static objects (load obj files and textures by code), but for animated game objects you are pretty much stuck with this. See More
Overall, a coherent engine with a rational approach. People who complain a lot about being forced to hack around it usually dont read the docs, like the one that describe orders of execution (https://docs.unity3d.com/Manual/ExecutionOrder.html), or specific functions hooks and such. Some like to say it lacks raw power where people who are used to standard optimizations have no problem. For exemple It is not uncomon to encounter users who complain about low FPS but forgot to activate occlusion, flag static elements, activate animations culling, and so on. As for complaints about C#, people who are transitioning from C++ were already bad at C++ before being bad at C#. They often come from the PC world where the sheer power of today's machines is very forgiving compared to the platforms we had to develop for in the 80s~90s. One of their errors is for exemple to never read this doc: https://docs.unity3d.com/Manual/BestPracticeGuides.html. See More
Online oriented plugins composed by both client, server and administration components to easily add various online capabilities without further work (es leaderboards, login, message of the day, downloadable contents). Since version 1.7 they has been released at a steady rate. See More
Multiple entity contexts, reflection, serialization, replication, script binding, event bus (EBus) messaging, fully cascading prefabs (slices). Every reflected property can be fully exposed in the editor with a customizable gui control and can be animated in the built in animation tools. See More
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