Software · head to head
GDevelop vs DragonBones
The short version
- Each has a real cost: GDevelop the free tier allows 3 cloud projects and one desktop or Android build per day; DragonBones javaScript/TypeScript runtime limited to specific game engines (Egret, PixiJS, Phaser, Hilo, Cocos Creator)
- They diverge on capability: GDevelop covers Visual event editor, DragonBones covers Skeletal animation.
Where they differ
Only the attributes on which GDevelop and DragonBones actually diverge.
| Attribute | GDevelop | DragonBones |
|---|---|---|
| Pricing model | free | open-source |
| Platforms | Windows, Macos, Linux, Ios, Android, Web | Egret, PixiJS, Phaser, Hilo, Cocos Creator |
| Founded | 2010 | 2014 |
Identical on both: starting price (Free), free tier (Yes), user rating (Not yet rated), category (Unknown).
What each one covers
Drawn from each product's published feature list. An absence here means we hold no record of it - not that the product lacks it.
Only in GDevelop
- Visual event editor
- Drag-and-drop interface
- Physics engine
- Particle effects
- Sprite editor
- Sound editor
- Scene editor
- Extensions support
Only in DragonBones
- Skeletal animation
- Mesh deformation
- IK system
- Texture atlas
- Animation blending
- Bone constraints
- FFD
- Multi-resolution
Both cover
- Local deployment
- Windows support
- Macos support
What people use each for
The jobs each tool is most often brought in to do.
GDevelop
- Building 2D games with visual event logic rather than codenot DragonBones
- Exporting one project to web, desktop, Android and iOSnot DragonBones
DragonBones
- 2D skeletal animation for JavaScript and TypeScript game enginesnot GDevelop
- Cross-engine animation library for indie game developmentnot GDevelop
- Animation creation with LoongBones editornot GDevelop
Where each one falls short
Documented limitations, not opinions. Every one is a constraint you would hit in normal use.
GDevelop
- The free tier allows 3 cloud projects and one desktop or Android build per day
- Free accounts get one leaderboard per game
- Publishing to the iOS App Store requires the Gold plan, which caps those exports at 15 a month
- AI credits are metered per tier, from 40 a month on free to 3,000 a week on Pro
DragonBones
- JavaScript/TypeScript runtime limited to specific game engines (Egret, PixiJS, Phaser, Hilo, Cocos Creator)
Pricing, plan by plan
GDevelop
Free- FreeFree
- Full editor
- Cross-platform export
- Asset library
DragonBones
FreeNo published plan breakdown. See the DragonBones review.
Which should you pick?
Choose GDevelop if
- You need visual event editor.
- You want to start without paying.
- You work on Windows, Macos, Linux, Ios, Android, Web.
- You also want drag-and-drop interface.
Choose DragonBones if
- You need skeletal animation.
- You want to start without paying.
- You work on Egret, PixiJS, Phaser, Hilo, Cocos Creator.
- You also want mesh deformation.
Questions people ask
- Is GDevelop or DragonBones better?
- Neither clearly leads. GDevelop starts at Free and DragonBones at Free, and user ratings are close enough to be indistinguishable. Choose on capability and platform support.
- Which is cheaper, GDevelop or DragonBones?
- GDevelop starts at Free and DragonBones at Free.
- Does GDevelop or DragonBones run on more platforms?
- GDevelop runs on Windows, Macos, Linux, Ios, Android, Web. DragonBones runs on Egret, PixiJS, Phaser, Hilo, Cocos Creator.
- Can I use GDevelop for free?
- Both have a free tier, so you can try either at no cost before committing.
- What is GDevelop best used for?
- GDevelop is most often used for building 2d games with visual event logic rather than code, exporting one project to web, desktop, android and ios. Of those, building 2d games with visual event logic rather than code and exporting one project to web, desktop, android and ios are not what DragonBones is typically brought in for.
- What can GDevelop do that DragonBones cannot?
- GDevelop covers Visual event editor, Drag-and-drop interface, Physics engine, Particle effects. DragonBones covers Skeletal animation, Mesh deformation, IK system, Texture atlas. Both handle Local deployment, Windows support, Macos support.

