When comparing Godot vs BlitzMax, the Slant community recommends Godot for most people. In the question“What are the best 2D game engines?” Godot is ranked 6th while BlitzMax is ranked 38th. The most important reason people chose Godot is:
Every property can be animated.
Ranked in these QuestionsQuestion Ranking
Pro Integrated animation editor
Every property can be animated.
Pro Unified game editor interface
All the game developing work is done inside one program: the engine editor. This feature is something only high end engines have. Even the scripting is done in the same program. No need for Eclipse or other front end editors.
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 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.
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.
The executable is portable and less than 40 MB in size.
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 Instancing and node concept makes sense
The node and the instancing concept work very well and helps developers to structure content efficiently.
Pro The list of supported languages is growing
Officially, Godot supported languages for now will be GDScript, C#(Mono), VisualScript and C++.
Pro User friendly UI for all your team
Non-programmers (musicians, artists, etc) can join the development easily.
Pro Easy to learn scripting language
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 Drag & drop interface
Many parts of the editor allow you to drag & drop, which makes working with assets and scene trees a joy.
Pro Internationalization of the editor
You can change the language shown in menus. Godot translations: https://hosted.weblate.org/projects/godot-engine/godot/
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 Multi target
You can compile on Windows, Mac and Linux. Nothing to change. There are solutions to compile on the same machine for 2 targets.
There are many modules to extend the features of the language: you can create PDF (via a Cairo module), or just download/upload files (via LibCurl), playing streaming sound (via BASS) and so on (databases, xml, xls...) User can create their own module (they could be written in plain BlitzMax)
Pro Easy syntax
Based on BASIC syntax. Supports OOP, collections (array, list and map)
Pro Stable language and source code
After many years the language it self is very stable. The packages contains the source code of ALL modules (excluding the source of the compiler).
Pro Easy to start, high productivity
BlitzMax is just ready after the installation. Open the IDE, write your code and just press F5 to see the results. You don't need to install other things to use the language. Of course if you want to change the language itself - or modules - you need to install MinGW or other libs, but guidelines are provided and easy to follow.
Pro Fast compiler
With comparison to the some of the other languages Blitzmax compiles source files fast enough.
Pro Compiles to native code
Good performance thanks to native code on each of the target platforms.
Pro Garbage collected language
The language is garbage collected in two modes: reference counting or using the Boehm-Demers-Weiser conservative garbage collector.
Pro GUI for apps
BlitzMax provides the MaxGUI modules that allow to build GUI desktop applications for Windows, Mac and Linux (FLTK or GTK via a module). You also could create your own 'gadgets'.
Pro Great community support
the forum is plenty of examples and solutions! Community is strong and still working, available for getting an hand
BLIde is an integrated development environment for Blitz Max, designed to work very close to the project file management performed by BlitzMax engine.
It’s inspired by the .NET IDE and some other great tools, It’s been designed for hobbyist and professional coders.
Con Tileset management could be more efficient
The tileset creation and management is lacking common features found in more developed tileset managers. However, it features support for Tiled - the only downside being that it is an external program.
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 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 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.
Con 2DPhysics is weak compared to Box2d
Box2d has much more features.
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 NoAdmob or other AdNetwork support
Godot has no native support for implementing advertisements into your game.
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.
Con Outdated and abandoned
The author neglect BlitzMax and works on Monkey2
Con No mobile targets
Only desktop targets available: Windows, MacOS, Linux.