When comparing V-Play vs Godot, the Slant community recommends Godot for most people. In the question“What are the best 2D game engines?” Godot is ranked 2nd while V-Play is ranked 40th. The most important reason people chose Godot is:
Every property can be animated.
Ranked in these QuestionsQuestion Ranking
Pro Mature cross platform IDE
Qt-Creator IDE with Code Completion, Debugging and Profiling, integrated Quick Help, Version Control and more.
Pro Easy to learn
V-Play is among the easiest cross-platform tools to use according to a survey done by research2guidance.
Pro In-game level editor
With the Level Editor components, you can let your players share their levels with the whole game community which is cool because you don't need to create new levels on your own, but the community helps you with it. There are other community features like rewards for good level creators that helps getting more downloads.
Pro V-Play game network
Leaderboards, Achievements, Challenges are available across platform, even on Desktop. You can also use Cloud Syncinc of your game data that makes it easy to start a game for example on iPhone and then continue on a Nexus Tablet or the other way around.
It is also convenient because sharing to all kind of game services & networks like Facebook & Game Center is possible with a single API call. Custom hosting of Game Network servers is also possible if you want to keep the player data.
Pro Native performance
Pro Advanced gaming components
Advanced Gaming Components for handling multiple display resolutions & aspect ratios, animations, particles, physics, multi-touch, gestures, path finding and more.
Pro V-Play build server
No need for native SDKs, Build in and Install from Cloud with the V-Play Build Server.
Pro Rapid development
Cut your development time in half. Using the QML language allows for some powerful features that cut code lines and time. Another helpful feature that can help in this area is that there are more than 50 game demos of all genres that come with full source code, meaning one can easily check to see how something was done.
Pro Support can be found in forums and via e-mail
V-Play has friendly forums where core developers participate as well as fast & helpful email support.
Pro Based on Qt framework
The Qt framework is a great and mature framework on it's own. Using Qt as a game engine base is a smart idea.
You can use ready-made components to balance any of your game properties at runtime, so also on mobile devices which is great for adjusting forces or input parameters.
Pro Lots of learning resources
Helps get started and improve with lots of tutorials, demo games, examples.
Pro Social services and monetization
In-app purchases, game and social network integration (such as Game Center and Facebook), ads (with Chartboost and AdMob) and analytics (such as Flurry) are all available across platforms.
Pro Frequent updates
Every 2-4 weeks new updates provide additional features and fixes based on what users wanted the most.
Pro Level store
You can even monetize these user-generated levels with in-app purchases with the V-Play Level Store component if you like.
Pro Integrated animation editor
Every property can be animated.
Pro Can be deployed to multiple platforms
Deploy games to desktops (Windows/OS X/Linux), smartphones (iOS/Android/BlackBerry), and the web (HTML5 via Emscripten).
Pro Fully dedicated 2D engine, no hacks
Godot has a mature 2D engine with many features used by modern 2D games.
Pro Unified game editor interface
All the game development work is done inside one program: the engine editor. The scripting is done in the same program. No need for Eclipse or other front-end editors.
Pro Built-in physics
Add physics to 2D and 3D scenes, through rigid and static bodies, characters, raycasts, vehicles and more.
Pro Under constant development
This engine barely released one year ago has more than 1000 forks on github and about 100 developers. Not only that just a bit of browsing trough issues you will quickly find out the dev community loves new esp free technology and does not shy away from completely rewriting parts of the engine. The audio engine is being completely rewritten to use threads and so forth.
The executable is portable and less than 40 MB in size.
Pro Free and open source
Godot is licensed under MIT license. Anyone can grab the source from https://github.com/godotengine/godot, and compile the engine themselves.
Pro Editor and runtime are fully cross-platform
You can run Godot on all 3 major operating systems (Windows/Mac/Linux) and build your game to all available platforms from each without any platform-specific work needed. All platforms including Linux are supported first class.
Pro User friendly UI for all your team
Non-programmers (musicians, artists, etc) can join the development easily.
Pro The list of supported languages is growing
Officially, Godot supported languages for now will be GDScript, C#(Mono), VisualScript and C++.
Pro Instancing and node concept makes sense
The node and the instancing concept work very well and helps developers to structure content efficiently.
Pro Internationalization of the editor
You can change the language shown in menus. Godot translations: https://hosted.weblate.org/projects/godot-engine/godot/
Pro Drag & drop interface
Many parts of the editor allow you to drag & drop, which makes working with assets and scene trees a joy.
Pro Easy to learn scripting language
Godot has their own scripting language called GDScript. The scripting language is easy to learn with Python-like syntax, but it is not Python. It's very powerful, easy to learn, and it's free of unnecessary things because it was custom built for optimized integration with the Godot Engine.
It can be used to add custom behaviors to any object by extending it with scripting, using the built-in editor with syntax highlighting and code completion.
A built-in debugger with breakpoints and stepping can be used and graphs for possible bottlenecks can be checked.
Pro Fun to use
An important aspect that can't be grasped without using the engine for a few days. The Interface is evolving nicely and making games is just fun.
Pro Friendly towards Version Control Systems
The engine is build not only to support version control but to really use it. Scene files for example which usually get compiled into some sort of unreadable data stay in a text format - that way you can actually see your changes in a version control system like Git.
Pro Really good community
The community is great and really cares about the engine. It is easy to get help and to be part of Godot's future.
Pro Creating editor tools is a breeze
Godot Engine is itself a Godot game. By adding the "tool" keyword to the top of a script, you can design extensions for the editor itself INSIDE the editor. Integrating these editor scripts into a bundled plugin for sharing is extremely easy to do.
Pro Built-in documentation linked to the internal ScriptEditor
The editor has a fully searchable index of class API documentation for everything the engine offers (NOT just a web interface). You can easily open the documentation for any class by Ctrl-clicking the class's name in the in-engine text editor for scripts.
Pro Simple and readable codebase
The engine's source code is easy to read and understand with a self-documenting approach to code design. You don't have to wait months or years for other people to fix an engine bug that is important to your game. Often times, you can spend an hour or two of your own time to fix whatever problems you encounter yourself.
Pro Easily expanded scripting system
With 3.0's addition of NativeScript and PluginScript via GDNative, developers can easily define bindings for new scripting languages. In addition to the primarily supported C++, GDScript, VisualScript, and C# languages, the community has contributed D, Nim, and Python as well with more on the way.
Pro Scene Based editing
Godot gives you the ability to create scenes to make your life easier, with reusable objects and things you want to incorporate in your games. This makes the game making processvery streamlined and organized.
Pro Can Be Installed On Steam
You can easily install Godot via the Steam store.
Con No 3rd party tutorials
There are little to none amount of tutorials for V-Play other than what was made by V-Play themselves.
Con C++ Engine API not very friendly
The base C++ code from Godot is not documented, it's hard to set it up, to compile and hard to extend, it could use better programming standards.
Con Very bad documentation
The documentation is poorly written, and has very few examples of real application and even fewer design guidelines about how to program a game in the engine. Though it has gotten better starting from version 3.0.
Con No built-in way to import atlases
Godot does not have an easy and automatic way to import atlases created by other tools. However, there are plugins that can be used to import atlases from other engines.
Con 2DPhysics is weak compared to Box2d
Box2d has much more features.
Con Strange terminology at its base
Scenes can be made up of other scenes. That makes some sense. But even the smallest object (or prefab or asset) in a scene -- such as that spoon on the table or the marble on the floor -- is still called a scene... except when it's called a node. This is a bit odd for those coming from other engines. With all the great decisions behind the basic design of this engine, the choice of this term from all the potential other terms out there seems really out of place and only serves as a constant reminder that not everything about Godot is great.
Con NoAdmob or other AdNetwork support
Godot has no native support for implementing advertisements into your game.
Con No console targets
Given that you can target both desktops and consoles with the same code base in other engines, the lack of support for consoles in Godot is pretty hard to get past if targeting desktops for a game. But asking for an open-source engine to target consoles is probably too much to ask. But it would be interesting to see some legacy consoles targeted even if current ones cannot be.
Con Difficult to optimize
Godot has an OOP architecture. Everything is an object internally and data is spread among many classes, thus it's difficult to optimize (i.e. not cache friendly, difficuly to vectorize or paralellize, etc).
Read about "Data Oriented Design" for more info about the problems and solutions.
Con OSX app is a mess
Instead of one contained folder/file with an icon per normal it is a mess of files which is not at all suitable or distributable without further work after every compilation.
Con Hard for a Unity user
Coming from a Unity background, Godot engine is hard.