Comment on Anon is chasing an old high

<- View Parent
sugar_in_your_tea@sh.itjust.works ⁨1⁩ ⁨week⁩ ago

Godot, Unity, and Unreal don’t provide that kind of stuff, they mostly just provide primitives for things like hit detection, lighting, and physics. Things like movement are generally done by hand, unless the developer is super lazy and buys premade assets from an asset store or something. But then the problem isn’t with the engine, but the developer, and they’d release trash even if they didn’t use one.

I’m not big into pixel graphics, I’m into good games. Here are some examples of good games I’ve played that happen to use pixel graphics, and the engine they used:

Those three examples you gave were made by major studios before game engines were a thing. They used pixel graphics because that’s all they could afford (FF was notorious for being multiple disks).

I’m sure I could find examples in Godot or Unreal if I looked.

My point is that it’s not the engine, it’s the devs. Whether a game is good has less to do with the engine used and more to do with the passion, budget, and time of the devs.

source
Sort:hotnewtop