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
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.
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.
Depending on the project I went with the following approaches:
Games:
I also posted some articles about the progress of developing my games / game engine:
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
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
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?
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.