I think this was a fun idea, recreating the standard iwbtg game physics and other elements in Unity. Sounds like you had fun working on it. But I think that no matter what, even with a lot of tweaking, there would always be noticeable deficiencies when compared to the standard Game Maker base ("engine") that everyone uses. Since iwbtg games have been around for a while, and the community has really explored and gotten used to the physics and other things in the Game Maker base, even a polished Unity game would simply not be up to par by default. However I totally encourage you to keep working on this project if you're having fun and learning. I'll definitely check out your progress. As a side note, I've been using Unity myself for ~6 months now and I love it.
Actually I just came to Unity because I hated how gamemaker language works and decided to use a real programming language.
Using C# (c++ and java are my cores but its not like c# is much different). I think yours was the metroidvania type game which for general guy engine purposes wont help the "average" guy gamemaker make a game in unity. Hopefully trying to make this as noob friendly as possible (which kinda takes more code than I would like :p). Drag and drop, drag and drop, thats what they like right?? lol Unity is good for that.
This made me kind of upset. I can respect your decision to use Unity over Game Maker, because you might prefer the way Unity does some things to the way GM does them. But you can't call GM "not a real programming language." I don't think that's a valid question to ask of either GM or Unity. Both GM and Unity are game engines of sorts, and take care of most aspects of the game pipeline. They both have extensive GUI editors. They both use script based programming. They're both well respected and are good at what they do.
As a side note, sometime last year I spent a little time trying to recreate the basic iwbtg physics, etc. in Haxe using HaxePunk (
https://haxepunk.com/), since I'm quite familiar with it, and I thought it would be better than programming in GM 8.1. I gave up because even though the physics were pretty close, the differences were noticeable, and I concluded it really wasn't worth it to improve them, since they would never be perfect (valign, jump cancelling would be very tedious to do, and probably impossible to get exactly right).