When comparing Godot vs RPG Toolkit, the Slant community recommends Godot for most people. In the question“What are the best 100% free and easy game engines for beginners?” Godot is ranked 1st while RPG Toolkit is ranked 40th. 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 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 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 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 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 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 Instancing and node concept makes sense
The node and the instancing concept work very well and helps developers to structure content efficiently.
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 Internationalization of the editor
You can change the language shown in menus. Godot translations: https://hosted.weblate.org/projects/godot-engine/godot/
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 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 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 Object oriented scripting language
The scripting language RPG Code allows you to create robust games that don’t have to be an RPG.
Pro Tile Based Lighting
Want to create cool scenes complete with light sources? This engine give tile based lighting to enhance the mood for your RPG epic!
Pro Supports Plugins
Want to expand upon the editor without having to recompile it? RPG Toolkit allows for plugins to create the tools you need.
Pro Comes with it’s own code editor
Many times engines with their own scripting language make you stay in a less than helpful text editor. RPG Toolkit comes with it’s own editor along with code completion.
Pro Database of objects
Quickly change stats, graphics, and properties of every game object in your game.
Pro Orthographic and Isometric tiles supported
Straight on or at an angle? It’s up to you with the RPG Toolkit!
Pro Vector based collisions and pathfinding
Create vectors right in the scene to define NPC paths, colliders, and program triggers.
Pro Built in tutorial
Find out all of the features of RPG Toolkit from within the Toolkit itself! Giving you a guided tour to produce a simple scene to get moving with your own development.
Pro Free and Opensource
Get the freedom you want with the BSD and GNU license so you can touch every single aspect of this engine.
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 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 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 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 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 NoAdmob or other AdNetwork support
Godot has no native support for implementing advertisements into your game.
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.
Con Default menu/fighting systems cause build errors
If you open up a new game and check the checkbox that copies the default assets it will create an error due to the default Battle System. You will have to create your own Battle System to get around this.
Con Windows only
There are so many devices and operating systems out there now that it doesn’t make sense to only support windows anymore.
Con Cumbersome workflow
Often the window you need is buried in another window which does not completely make sense. A UX update is definitely needed with this engine.
Make sure to save often since things can be a bit buggy.