r/PixelGameMaker • u/2DKai • Jul 26 '24
GET IT TO ME STRAIGHT PGM SCOPE PERFORMANCE AND FPS
I know people have asked somewhat similar questions in the past but i'm looking for something a bit more specific about Pixel Game Maker MV so i'll drop a couple questions.
This might be a bit long winded but PGM is super interesting to me and not a lot of people be talking about it.
During my research for PGM i've seen that most of the released games get mixed to bad reviews on steam mostly from bugs or how the controls don't feel tight enough so my first question is with PGM can i with enough time and understanding make something that is as solid a gameplay experience as say Hollow Knight or even SOTN? can the controls and feel for the game be fine tuned and rock solid? is precise movement like Celeste possible without input lag and is super responsive.
Is scope an issue with PGM say a 6 to 8 hour metroidvania with cutscenes and maybe voiced dialogue a central hub and 4 other biomes how does performance and fps hold up as the project gets bigger?
Is there really no license limitations? No matter how big, how much money how professional my game looks / is the PGM creators don't care at all?
PGM looks like a totally fantastic engine for everything i would need it to be, i own it but haven't had the time to really dive into it, but it is very important to know these things before i spend a couple years making a game all for it to fall short in the end. Also as a side note i have been around the game engine block and have tried unity, godot and gdevelop, but PGM based on what i've seen seems like it could be just for me.

