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What game engines are you all using?

A topic by ScotterMonkey created Oct 02, 2025 Views: 7,042 Replies: 72
Viewing posts 21 to 49 of 49 · Previous page · First page
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Ambiera Coppercube (Studio version, bought in Steam) good for games with a PS2 like aesthetic.  It has a free version, the programing is realy simple it use a visual system (not node based like Unreal's that can be improved using Javascript and a API that is small and well documented. 

UPBGE for games with a more 'modern look' since is has better dynamic lighting, realtime reflections, etc. (So for more 'modern graphics')

UPBGE is a modified Blender. It allows modeling, animating and so inside the tool. The programing can be done in Logic bricks (a classic method from old blendes) or Logic nodes (need to activate in the preferences, is like the unreal's blueprint but way more easy to use.) Or  Python (personally i dislike it.) 

Also i like to play with FPS Creator or GameGuruMax from time to time if i want to make a simple FPS.

Good if you want to tell a story without the need to reinvent the wheel since basic controls and save/load game are already implemented. 

awesome :) i have coppercube studio too i think or the not most expensive extension but the secon one :D

However i really like that you'Re using the modified blender engine UPBGE i also have it, but due to my lack of experience with blender i didnt really tried it yet. You are aware of the second Blender engine that is around ? its called Armory i think and you can download it here on itch as well for free :) Further i really like you are using FPS creator and ggm i made 3 game using gameguru classic one with gameguru max yet, thou i have plant more :D AND im trying this modified FPS creator engine Black Ice Mod Engine, it freatures more stuff then the original fps creator and the developer is constantly working on it, it costs only 12 euro ....

AND i have a recommendation for you, if you like the approach of fps creator, there is another engien, you might enjoy, its free and called Easy-FPS-Creator CE Easy FPS Editor CE v1.10.5 by CG8516 (Clark) I certainly really liked it and still do and after my gameguru games its was something new, and funnily (?) extactly these free games ive created were my most succesfull till today, counting views, and downloads, not actual money sadly lol :)

best regards, love and peace <3

id apprecitate and be really happpy if you'D consider giving my lates Easy-fps-editor game a try: Behemoth by -X-ScornGames

or if you'd like to check my gg games i would suggest: Grave Digger by -X-ScornGames  but its actually rather short, and its ALL ABOUT THE ENDING :D

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renpy (if that can be called a game engine) xd

Moderator(+2)

Of course it's a game engine. What else? Arguably a framework, but that's splitting hairs.

I’ve been using Godot 4 lately — it’s lightweight, easy to learn, and I really like how clean the workflow feels. For bigger or more visual projects, I sometimes switch to Unreal Engine because of its strong visual scripting and rendering tools.

By the way, there’s a similar thread you might find interesting: https://itch.io/t/1890638/what-tools-do-you-use-for-game-development

UPBGE. Pretty old engine, but tutorials are abundant and it's 100% free and open source. If you have ANY prior coding experience (visual or script) it's a breeze to learn, and the only learning curve that I found was addons. The default game engine is good for starter games, but it's harder to get top-of-the-line results. With some community-created mods it's at least competitive with Unity (if not slightly better because who uses C#). It's no Unreal, but UPBGE is a great option for new devs who don't need all the features, and it's based on Blender so it's been around forever. Stability is something you might want to look into if you get an old version, so I'd recommend either 2.5b or the latest release.

Blender 2.79 is from 2017, and is still available for download. Might solve the whole stability thing.

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I'm using Easel! It's a game engine I'm making for 2D webgames with a hierarchical behaviors model and automatic multiplayer.

Gamemaker Studio 1 is my main game engine. It's where I got started and which I am the fastest with. Got Gamemaker Studio 1 when it was on Humble for a dollar or so with all exports. Don't like Gamemaker 2, I'd rather switch to Godot but I'm having trouble learning it.

I've dabbled in Pico-8 and made a small game. Very fun to use, but the restrictions are too much for me personally though.

Sometimes I create games with Flickgame which some wouldn't regard as a real game engine because it's extremely restrictive. I love the colour palette and enjoy concentrating on making art. I make those games entirely on my tablet, which I find very cozy. It exports to HTML5 and you develop in your browser.

Unity, Game Maker Studio, Flash/AS3, Allegro/C++, The Games Factory & MMF, HTML5/Canvas, Adventure Game Studio

Mostly Unity lately, tho.

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Depending on the project I went with the following approaches:

  • Built the game from scratch in C++, using DirectX for multimedia handling [1], [2]
  • Built the game using my own 2D game engine, called Casual Game Engine (written in C++, uses DirectX, features AngelScript for game implementation) [3], [4]
  • Built the game using Phaser when I wanted the game to be played as a web build [5], [6]

Games:

  1. Casual Desktop Game, a fan remake of the ancient Desktop Destroyer featuring community content
  2. Hyper Frenzy, an arena-styled space shooter / shmup game
  3. Casual Pixel Warrior, a 2D top-down wave-shooter with RPG elements, seasonal events and pets
  4. Solitarius, a story-driven space shooter, originally designed as a tech demo for the CGE game engine
  5. Krepagotchi, a virtual pet game where you take care of a Krepa (depicting a Minecraft Creeper)
  6. Bouncy Garden Fox, a jump&run game, originally designed as a present to the HortusFox plant parenting community

I also posted some articles about the progress of developing my games / game engine:

No engine: I code all my games in C and use the SDL2 library.

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Unreal Engine 5. All because of Blueprint which makes creating mechanics super easy!

Phaser CE and Phaser 3 Mobile friendly HTML5 2D framework for videogame development

My favorites are Unreal and GDevelop. GDevelop is wonderful because it has a lot of prebuilt features you can quickly use. Also GDevelop is super easy when developing for mobile.

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Godot is best for beginners i believe. it integrates perfectly with cursor ai so you can just vibe code your game. this is how i make all my games.check out the games i've made.

I'm using UE5 because Blueprint is super useful!

I use Unity and used Unigine in the past:

  •  Unigine is very beautiful, but doesn't render as fast a Unity. This was the issue that made switch back to Unity with the amount and size of my meshes. 
  • The creation of UI isn't as comfortable as in Unity. I could live with it though.

i use clickteam fusion 2.5 for create 2d games or horror fnaf content

I currently use "Scyndi's Creative Interpreter", which I whipped up myself, using C++, which relies on SDL2. It may not be the most user friendly engine out there, but  it fits most of my needs

I was using Scratch before years, but I currently Use Godot because it's Easy and open-source, so I advise any beginner to start with Godot.

I currently use GB Studio as I’m accustomed to it’s layout and the games I’m working on feel right at home on the Game Boy Color.

I’m also planning on dabbling with MD Engine as soon as it releases.

I'm not using any game engine, just Replit.com - an AI agent does all of the web coding for me.

I use scratch, very easy but if you know what your doing it can  really good.

i like gamemaker 2

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As a VN developer, I use Ren'Py!

Not an easy question! There are tons of engines out there, but if you're starting out, I’d definitely recommend checking out these two because they’re very beginner-friendly and great for actually finishing projects:

RPG Maker

  • Paid (usually one-time, often on sale)
  • Learning curve: Easy / Medium
  • Capabilities: Perfect for 2D RPGs, but flexible enough for story-driven or adventure games

RPG Maker is kind of the “classic” beginner engine. It comes with built-in assets, a visual editor, and systems for maps, battles, dialogue, etc, so you can start making a game without coding.

You can go deeper with scripting (JavaScript in newer versions), but you don’t have to. It’s great if you want to focus on design and storytelling first.

Twine

  • Cost: Free & open source
  • Learning curve: Very easy
  • Capabilities: Interactive fiction, branching narratives

Twine is amazing if you're just starting or want to prototype ideas quickly. You basically build your game like a flowchart of story nodes, and it exports directly to HTML so you can share it instantly. You don’t need to code at all to begin, but you can add logic, variables, and even JavaScript later if you want more complexity.

So in conclusion, If you want something more “game-like” with visuals and systems, go with RPG Maker. If you want to experiment, tell stories, or start today with zero friction, go with Twine.

Curious: what kind of game are you thinking about making? 

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It's not strictly a game engine but rather a framework that I use: MonoGame

I'm using UE5 myself :)

I’m using GB studio for my current project! It’s an engine that lets you make games for the Gameboy (DMG/Colour) specifically, it uses visual scripting so it’s very easy to get into (but the limitations can make it hard to code exactly what you want, but it can be a fun challenge)

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Unreal Engine, and its major reason is that I basically have a reading/writing disability that makes trying to code the normal way extremely difficult and mentally painful for me. So, thanks to Unreal's very robust blueprint system, I have been able to create the games without this issue.

And yes, I know engines like Godot and Unity have their own form of visual scripting through plugins, but I don’t have any interest in touching Unity do to a few reasons, and for Godot, the plugin is still being worked on and isn’t as robust as Unreal’s blueprints at the moment.

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