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What is a good 2D game engine?


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#1 CubeGS   Members   -  Reputation: 102

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Posted 06 May 2014 - 05:10 PM

*SORRY IF THIS IS IN THE WRONG AREA

 

- - -

 

Hello, 

My friends and I are trying to create our own 2D RPG game. But we need an engine to begin development. Can somebody please tell me what engine fits these requirements; 

_______________________________________... 

- Free 

- 2D 

- Collab. Friendly (more than one developer can work on it) 

- Supports C# 

- Allows me to sustain full rights of ownership to my game and my company 

- Easy exporting, for switching engines 

_______________________________________... 

Sorry for such a specific question, I would REALLY appreciate any help. 


Edited by CubeGS, 06 May 2014 - 05:11 PM.


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#2 Servant of the Lord   Crossbones+   -  Reputation: 20377

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Posted 06 May 2014 - 05:19 PM

Most 2D games don't use engines. Usually they write their own game-specific logic code, because 2D games vary alot more than 3D games do.

 

So 2D games usually use APIs - one for sound, one for graphics, and so on. But then the programmer uses the API to write their own " "engine" " code for their game - they write their own map loading/saving/drawing code, movement code, etc...

 

While 2D game engines do exist, usually they are either very generic (so you'd be just as well off writing your own code), or very specific (so unless you are making exactly the type of game the engine author had in mind, you're out of luck).

 

Are you looking for a set of tools for easily making maps? That's a different subject. Try Tiled. It's not an engine, but is a tiled map editor.

 

Many 3D game engines like Unity now offer some basic 2D features as well. See my earlier comment about being so generic that you are often better served to write it yourself.

 

If you don't know how to program, you can check out RPG Maker (see my earlier comment about being too specific)... If you already know C# and are an experienced programmer, I'd suggest finding some good graphic APIs and get crackin' at your own code.

 

For 3D games, engines are almost a necessity. For 2D games, they can almost be a hindrance.


Edited by Servant of the Lord, 06 May 2014 - 05:34 PM.

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#3 SeanMiddleditch   Members   -  Reputation: 6466

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Posted 06 May 2014 - 05:50 PM

Unity has decent support for 2D games these days. Torque2D also just had a big release.

#4 Herwin P   Members   -  Reputation: 642

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Posted 06 May 2014 - 07:46 PM

Most 2D games don't use engines. Usually they write their own game-specific logic code, because 2D games vary alot more than 3D games do.

 

Thank you very much. I was just in doubt whether to continue coding my own game without an engine or not, because I thought most 2D games used game engines. biggrin.png



#5 Xirion   Members   -  Reputation: 260

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Posted 06 May 2014 - 07:47 PM

I agree with Servant of the Lord's answer. I would recommend you Unity as well since it cover most of your specifications (except for the Collab Friendly, that's on the pro version)



#6 dilyan_rusev   Members   -  Reputation: 1041

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Posted 08 May 2014 - 03:51 AM

While I agree with Servant of the Lord, I would also share some experience.

 

Writing games that run on variety of computers is a pain in the ass. Unless you use GDI (and probably even then), you are going to be introduced into the Graphic Drivers Hell. I've used mostly Direct2D (and now Direct3D), and it is less than pleasant, because all the bugs DO NOT happen on your computer. So you are running around  the office telling colleagues "does this crash on your PC?", and then staring at the code and analyzing what could possibly go wrong with some other computer configuration. If you go down that route, make sure you've got damn good logging system (and that you log a lot because you might have to "debug" on a PC without VS).

You also mentioned C#. While I love .NET and C#, writing games in pure C# is a challenge - unless you use WinForms' GDI+ mapping or WPF (make sure you use at least ver 4, or you'll get familiar with NotifyPartitionZombie and other goodies), you'll have to interface with the OS in some way. And interfacing with DX creates a whole lot of problems. While projects like SharpDX make your life a lot easier, there are some inconsistencies, some things are more difficult in C# or require you to use unsafe code, or are plain buggy. Thankfully, SharpDX devs are awesome and fix things almost immediately, but there are surely problems awaiting in less used code paths.

Game engines like Unity, although tailored for people with completely different mindset than mine, handle all the unpleasant shit for you. With one awesome feature - with a few clicks you can build a Windows Phone, Android or iOS game. 



#7 Steventheking   Members   -  Reputation: 113

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Posted 08 May 2014 - 04:05 AM

Try Unity! 



#8 Crichton333   Members   -  Reputation: 288

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Posted 08 May 2014 - 05:13 AM

All of the requirements you listed meets Unity3D. They are also rolling out some additional 2D support.


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#9 AndreeU717   Members   -  Reputation: 115

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Posted 15 May 2014 - 07:38 PM

*SORRY IF THIS IS IN THE WRONG AREA

 

- - -

 

Hello, 

My friends and I are trying to create our own 2D RPG game. But we need an engine to begin development. Can somebody please tell me what engine fits these requirements; 

_______________________________________... 

- Free 

- 2D 

- Collab. Friendly (more than one developer can work on it) 

- Supports C# 

- Allows me to sustain full rights of ownership to my game and my company 

- Easy exporting, for switching engines 

_______________________________________... 

Sorry for such a specific question, I would REALLY appreciate any help. 

 

 

 

When i was programming in C# (now programming in C++), i used Mono for Game development. I was mainly for 2D gaming and supported Android programming as well, if i remember correctly.



#10 SeraphLance   Members   -  Reputation: 1438

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Posted 15 May 2014 - 09:32 PM

Normally I'd shy away from going too low-level (even in 2D) due to platform compatibility issues, but if you use C#, I think you can use something like Xamarin to that effect.  I'm not super-familiar with that stuff though, admittedly.



#11 Vortez   Crossbones+   -  Reputation: 2704

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Posted 15 May 2014 - 10:04 PM

I tried monogame the other day and i have to say, it's not bad at all. I think it's just like xna.

 

One thing that annoy me is the sound dont work outside vmware, but i guess that's because it doesn't like my old Sound blaster card ^ :)


Edited by Vortez, 15 May 2014 - 10:06 PM.


#12 Shane C   Crossbones+   -  Reputation: 1283

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Posted 16 May 2014 - 08:30 PM

I hate to be the bearer of bad news, but RPGs are hard to make. It's hard to tell from you post whether you are ready for that challenge. I just hope that you are a dedicated programmer and that you have a team of artists and at least a year.

 

With that said, making your own engine might turn out cheaper than using Unity, depending on what you want to export to.

 

I have wanted to make a RPG before but have safely been talked out of it. There's nothing very wrong with it, it's just hard. I'm instead probably going to end up making a simpler RPG/card game hybrid, which takes less art and programming.

 

I wouldn't start on a RPG until you have made:

 

Pong

A platformer

Etc.

 

In your choice of programming language.

 

You asked about engine's though. In this case, making your own might be a good idea. There are simpler solutions, like Scirra Construct 2 and Game Maker Studio, but they don't use the C# you want to use and may turn out just a little too simple for your needs.


Edited by Shane C, 16 May 2014 - 08:32 PM.


#13 Misantes   GDNet+   -  Reputation: 1092

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Posted 18 May 2014 - 01:13 PM

It's not an engine, but I found the SFML library to be fairly user friendly when working with 2D. It's muti-platform, has bindings for c# (I've only used with c++ so can't speak to it's c# capabilities at all). It has windows, audio, networking, and graphics modules. It uses a zlib/png license, which is free for commercial use. It has pretty much everything you'd need for a 2D game.

 

I found these tutorials helpful when starting out with it:

http://codingmadeeasy.ca/tutorialLayout/sfml2

 

They're not perfect, but they're pretty comprehensive.

 

Many people opt for the SDL library instead, or one of many others, so maybe check out your choices.

 

For a 2D rpg, I would think that an engine would be largely unnecessary (as there isn't much in the way of physics and such. You're just moving a sprite around the screen, interacting with objects.) If you're going turn-based, it's even more unnecessary, I would think.

 

And, along with the comments above, an RPG, while from a programming standpoint isn't terribly complicated (depending on complexity of course), the sheer volume of the artwork, dialog, and other assets can be pretty daunting. It's just so heavily dependent on producing lots and lots of content. But, having no knowledge of your experience, feel free to disregard this comment tongue.png Also, if you've already decided on a library (or doing without one) and specifically were looking for an engine, feel free to disregard all this too smile.png

 

If you really just want an engine, I sadly don't actually know of any decent free ones. There are things like rpg-maker and game-maker and such, but I don't believe they fit all of your requirements (c#, free, etc). But, perhaps someone else can be of more help in that regard.


Edited by Misantes, 18 May 2014 - 01:47 PM.

Beginner here <- please take any opinions with grain of salt :P





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