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#ActualVerik

Posted 02 September 2012 - 02:54 AM

Hi burnt_casadilla,

I started on java development of a 2D game late last year and did a quick look around for suitable libraries. I found JGame (http://www.13thmonke...g/~boris/jgame/) to be an excellent starting point.

The big advantage of JGame is that it is specifically targeted at starting game developers. There is a tutorial that slowly introduces the basic concepts and you get various demo games that display a wide array of games that you can make with it. There is no platform game amongst them, but since JGame supports sprites, background tiles and scrolling, it must be possible to create such a game with JGame.

The good.

- Framework that takes a lot of hassle away (you start coding your game quickly)
- Support for various Java environments (desktop, applet, Android) even a variant for Flash if you want to switch to that.
- Nice tutorial and demo games
- Performance optimized

The bad.

- It is a limited (limiting?) rigid framework. You will probably encounter its limits sooner rather than later. This is exactly the price you pay for getting started so quickly.
- Some aspects of the framework are a bit vague due to unnecessarily short variable names or unclear method names.
- The library is open source, but does not lend to being modified for the purpose of your game. In short: it's messy. (I really fell in love with the functionality, but now that I'm extending the core, I'm first rewriting the core in a way that I can understand.)

My advice.

If you know how all about collisions between sprites and background, have some idea about how to handle threading, know how to load and manage your images and animations, you don't need JGame. If not, JGame is an excellent place to learn some of the basics.

Good luck!

#1N=1

Posted 01 September 2012 - 05:19 PM

Hi burnt_casadilla,

I started on java development of a 2D game late last year and did a quick look around for suitable libraries. I found JGame (http://www.13thmonkey.org/~boris/jgame/) to be an excellent starting point.

The big advantage of JGame is that it is specifically targeted at starting game developers. There is a tutorial that slowly introduces the basic concepts and you get various demo games that display a wide array of games that you can make with it. There is no platform game amongst them, but since JGame supports sprites, background tiles and scrolling, it must be possible to create such a game with JGame.

The good.

- Framework that takes a lot of hassle away (you start coding your game quickly)
- Support for various Java environments (desktop, applet, Android) even a variant for Flash if you want to switch to that.
- Nice tutorial and demo games

The bad.

- It is a limited (limiting?) rigid framework. You will probably encounter its limits sooner rather than later. This is exactly the price you pay for getting started so quickly.
- Some aspects of the framework are a bit vague due to unnecessarily short variable names or unclear method names.
- The library is open source, but does not lend to being modified for the purpose of your game. In short: it's messy. (I really fell in love with the functionality, but now that I'm extending the core, I'm first rewriting the core in a way that I can understand.)

My advice.

If you know how all about collisions between sprites and background, have some idea about how to handle threading, know how to load and manage your images and animations, you don't need JGame. If not, JGame is an excellent place to learn some of the basics.

Good luck!

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