Unity vs BYOND vs RPG Maker series

I hope it’s okay for me to start a comparison thread

BYOND:

-Creates only 2D games
-Has a moderate amount of support for it’s API
-Has a small community
-No/minimum free resources
-Forum has trolls and getting help may not always be very friendly
-Has NO supported build and so the games can only be released in its own community

RPG Maker:
-Can create only JRPGs
-Has resources installed and can buy extra resources
-Coding has very little documentation
-Easy to create JRPG games
-Comes with license to create RPGs for commercial purposes
-MV supports built for iOS, Android, Mac and PC

Unity:
-Supports both 2D and 3D game creation
-Has lots free and paid assets at the Unity asset store
-Has a wide, extensive documentation of API
-Has an extremely large community and is very widely used
-Free up for commercial use to what $200k income?
-This community and others are have friendly developers
-Has various build support: iOS, Android, PC, Mac, PS3, PS4, Xbox 360, Xbox One, more etc…

I’ve done all 3 now. For some reason Unity is easier to use and more successful for me to get whatever I want done than BYOND. I think it’s just that the engine’s more efficient.

Anything missing here?

I’ve never heard of BYOND before now, and you have sufficiently warned me off of it. :wink:

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Go big, or go home. Learn Blitz3d and BlitzMax, get Realmcrafter, reprogram the engine to a more efficient state, and make the next WoW killer ;).

I don’t think you should even look at RPG Maker, their isn’t much customization to their games. You see them all over the steam market for $0.01-$9.99 each, and they all look the same. The simple fact that anyone can spot a RPG Maker game a mile away turns a lot of potential players away.

Since you have already took the time thus far to learn Unity, and Unitys exportation options far exceeds BYOND’s, I would say use Unity. Their isn’t much Unity can’t do, and already has proved itself numerous times in the eyes of game development and deployment to be a ‘top dog’.

Just my two cents.

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Okay you’ve told me about the builds and I’ve updated the post showing the builds. BYOND is so terrible it supports NO builds.

This is a great comparison thread, ssunlimited! Here’s a breakdown considering the evolution of these platforms since 2016:

Key Considerations:

  • Genre Focus:
    • BYOND: Still primarily 2D, but caters well to text-heavy, multiplayer experiences.
    • RPG Maker: JRPG focus remains, but some flexibility exists with plugins and scripting.
    • Unity: Most versatile, handles 2D, 3D, and various genres.
  • Learning Curve:
    • RPG Maker: Easiest to learn for beginners, especially for JRPGs.
    • BYOND: steeper learning curve due to its own scripting language.
    • Unity: More complex but offers immense creative potential and scalability.
  • Community and Resources:
    • RPG Maker: Active community, with resources readily available.
    • BYOND: Smaller community, resources might be more limited.
    • Unity: Huge, supportive community, vast asset store (free and paid).

Additional Points:

  • BYOND: Consider BYOND if you value a strong focus on multiplayer and scripting-driven experiences.
  • RPG Maker MV Plugins: For RPG Maker MV, check out the Next Level Gaming Store rpg maker mv best plugins for a great selection of plugins that can expand your creative horizons within the RPG Maker framework.
  • Unity’s Free Tier: Unity’s free tier has become even more powerful since 2016, making it a compelling option for many developers.

Choosing the Right Tool:

The best choice depends on your specific goals and experience level.

  • For beginners: RPG Maker offers a gentle introduction to game development.
  • For multiplayer experiences: BYOND can be a strong contender.
  • For maximum flexibility and power: Unity reigns supreme.
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Great breakdown! You’ve covered the core differences well. I’d add that while Unity offers immense flexibility, it also comes with a steeper learning curve compared to RPG Maker.

BYOND’s niche community might be a double-edged sword: less competition but fewer resources. Have you considered GameMaker Studio as an alternative? It often sits between RPG Maker and Unity in terms of complexity and features.

Ultimately, the best engine depends on your project’s scope and your comfort level with coding.

That’s Ok, if you want to seriously limit your options. First, I would smelt several brass rods and punch plates. Second, use these to construct an arithmetic calculation machine (for this step, you are going to need to purchase a warehouse to store it in). Through the use of your new Adding Device and donkey power you can begin to sledge out some assembly language to begin manufacturing your very own CPU…

The rest kind of explains itself.

Now, for my serious comment: RPG Maker and byond both have their places. Both can be used to tell delightful stories. I do emphasize the concept story. I am ignorant of Byond but at first blush it reminds me of other independent engines from yester-years like Adventure Game Maker or a similar product I saw advertised around D&D dedicated sites. You have little to no control over the mechanics of your game. All RPG Maker games are the same RPG Maker game, just with a different imagination driving it. Despite what was commented somewhere above there is, in fact, a ton of online support for RPG Maker and it doesn’t take a rocket surgeon to get under the hood and make things feel a bit more “homey”.

Unity and its comparable rival Unreal open up all of the doors for a cost in difficulty. If you have a vision with a “never seen that before” feature (or even an “I wish more games did this”) than you will not be happy with these more user-friendly products.

Here is a solid point about Unity. It isn’t perfect. The past five or six years have been tumultuous. I would like to point out the new UEA allows for a million dollars US in gross sales, measured over 12 months, before they hit you with license fees. I cannot stress enough to each and every one who has a dream of selling a game on Steam (or anywhere) read all of that boring crap Ahead Of Time. You do not want to get a nasty surprise in contract stipulation when you are 75% finished developing.

Unity vs. Unreal? Another important but unasked for question. All coding is difficult. If it wasn’t GameDev.tv would not exist. Of the two, Unreal is clearly more powerful, and expensive. The margin between the two companies isn’t as pronounced as, say, Sony vs. Nintendo but one can see a clear demarcation. I chose Unity because for my use case as a solo, hobby-time developer it has all that I need and then some. Heaps of support… Unfortunately, heaps of gatekeepers and trolls. That is the same for everything these days, really. I will say this. C# inside UnityEngine is about as close to easy as you can get with serious programming. The MonoBehaviour class is just short of a miracle. Considering even that, I am still often stumped. If you are really struggling now with C# for Unity than you are going to get outright homicidal after a couple of weeks with Unreal. There are so many unique ways to break pretty things in C++.

In the end I say Unity. The learning curve is alarming for those who enter naive, but you have so much more agency over all aspects of the internet crashing sleeper hit you are working on. Plus, my current financial investment in my Unity project is less than $400. It is a big enough undertaking that $400 should make skeptics balk. With some Googlejitsu and persistence I have filled all of my visual asset needs with Blender and Gimp refurbishments of discards from The Island of Misfit Assets. Plus, there are digital yard sales every other minute for Unity toys. Unity did do a really big nasty not only a year and a half ago and were spanked soundly by developers across the world. That is a point of concern for many. I am not personally fazed, because all businesses exist only to make money. They tried to pull a fast one and got caught. So many others don’t get caught. Looking at you EA.

Anyway, that is what I think.

Dude, this thread is 6 years old. The other users likely posted here over half a decade ago and never posted again lol.

Busted. I didn’t even notice the 2016 part in the timeline.

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