Trying Out Picotron
Reflex Game (Picotron) » Devlog
Making a Game with Picotron
I bought Picotron a while ago but only recently decided to try making something with it. I find it easier to see what I like and dislike by remaking something I’ve already created. So, for this project, I decided to remake Reflex Game, the game I made last year in Godot 4.
What I Liked:
- The export process was simple. I didn’t need to download any extra templates, just use
export blah
and done. - The exported binary sizes of the finished game was small. When making a simple game, I didn’t like the file size being ~60mb
- Loading the game in Itch(html) was faster than I expected.
What I Didn’t Like as Much:
- Not being able to easily use an external editor like Sublime Text or VS Code was initially a fun quirk, as everything I needed was inside Picotron. But, after a few hours, I really missed features like multiple tabs in separate windows and multi-cursor support.
What I Missed About Godot During This Project:
- Nothing major, but if I had to choose something, I’d say the option for static typing and the auto-complete feature in Godot.
TL;DR
Did I enjoy using Picotron?
Yes. Very much.
Will I use it again?
Yes, either Picotron or Love2D, depending on the project.
Do I see myself using Godot again?
No. I really enjoyed my time using Godot (roughly 2 years), but I feel its extra features and options are great for a large projects. As of now, I enjoy working on smaller scoped games and prefer something more coding-focused rather than a GUI.
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