When comparing CRM32Pro SDK vs GameMaker Studio 2, the Slant community recommends GameMaker Studio 2 for most people. In the question“What are the best 2D game engines?” GameMaker Studio 2 is ranked 81st while CRM32Pro SDK is ranked 85th.
Ranked in these QuestionsQuestion Ranking
Pro Great tools included
EditorDPF: resource editor for managing images, tiles, sprites, sounds, etc. of your game
MSTE: tile-based parallax scrolling engine with support to Tiled Qt .TMX files
SetupProject: customized configuration system.
CRM32Pro works on Windows, Linux and MacOS X.
Pro Open source and free
CRM32Pro is licensed under LGPL license with full access to the source code on the website.
Pro Quick prototyping
Pro Good user interface
Pro Well-optimized engine
Pro Has a trial version (but limited functions, can't export)
Pro Many unofficial tutorials
Most GMS1 tutorials are fine for GMS2
Pro Highly customizable IDE
Although users must work within the IDE and editor, GMS2 has many options to customize the look and feel
Pro Good documentation
Pro Huge, generous community
Con Not as beginner friendly
C/C++ skills and general knowledge of SDL and basic game programming is required in order to get all the benefits.
Con Not the best scripting language out there
GML is just weird; if you want to learn programming, it is not the best because it teaches bad habits and has many odd shortcuts and shortcomings that won't transfer to a real language
Con HTML5 export is buggy, doesn't "just work"
Con Quite expensive
Windows ($100) + HTML5 ($140) + Mobile ($400) + UWP ($400) is $1,050, plus $800 anually for each console export separately. But doesn't do anything any of the free engines can't do, and the stability and tech support aren't great.
Users frequently report crashes and hangs, particularly when working with assets, and the software uses a complicated underlying meta-file structure that may become corrupted and cannot be rebuilt
Con Limited support for OOP
Con Small development team
The core programming team is only 5-10 people, with about 30 employees total, so bug fixes can take a long time to be addressed, and there aren't many official tutorials