Godot doesn't enforce any structure like game maker does. Additionally Godots default language (Gdscript) is awesome and intuitive, whereas gml doesn't really feel like a real language (argument0-15. Come on)
>Additionally Godots default language (Gdscript) is awesome and intuitive, whereas gml doesn't really feel like a real language (argument0-15. Come on)
I agree with the comparison to GML, but whether one finds Gdscript intuitive depends on one's existing background. I personally found it frustrating because I was used to C/C++, but with time I can see getting used to it. It's not a bad language by any means.
Also, both Game Maker and Godot share the problem of their scripting language being essentially a form of lock-in, since no one is going to use Gdscript anywhere else, and any code you write it in is no longer portable. Also, they use their own shader script rather than GLSL, which means your shaders aren't portable either.
Godot can support different languages (unlike Unity or Game Maker), but IIRC that requires recompiling the engine and may break the editor.
- C# : you have to download the Mono version of Godot (and install the Mono SDK)
- Any other language (Rust, Python, C++, D, etc...) : using GDNative
(- And of course you can also directly modify the engine source code in C++ if you need super low level modifications (like writing your own render engine))
<not the original commenter> It's a bit more advanced and complex then gamemaker - when I used it a few years ago a more direct comparison would have been a 2d specialist Unity (although it does 3d as well, and this may have significantly advanced since I last used it)
I have used both. You can easily prototype games with either, but Gamemaker becomes more difficult as the game scales up. Both use proprietary languages, but you can go around that in Godot with a little know-how. Also, Godot does 3D, its UI is a bit cleaner, it’s free and runs on Linux.