Jump to content

  • Log In with Google      Sign In   
  • Create Account


Member Since 15 Sep 2006
Offline Last Active Yesterday, 10:30 PM

Posts I've Made

In Topic: How stable is Swift + Sprite Kit as a framework for building a 2D iOS game?

Yesterday, 09:21 PM

I looked at Swift and Spritekit to create this tutorial series shortly after it was announced.  This was before Xcode 6 was released and the language has evolved a bit.


Swift is nice enough, but it is going to have some glaring defects due to being developed in a vacuum.  That said, it's a massive improvement over Objective-C.  Frankly it's one of those languages you can learn incredibly easy and Playgrounds make it even easier.  The biggest fight you will probably have is adapting ObjC documentation to Swift.


SpriteKit on the other hand is just frankly great.  It's small, focused and effective.  The only parts I found frustrating were ones that relied on underlying Cocoa libraries, like for geometry.


If you are going to develop exclusively for iOS ( and most recent ones to boot ), SpriteKit and Swift are a great pick.

In Topic: Starting Game Development Questions

Yesterday, 05:46 AM

Wow, this one should have been some of the shortest advice we ever gave given what the OP asked.

Java is fine, stick with Java. Slick2D is dead, even the author of Slick has moved to use LIbGDX. There is a tutorial link in this message footer, it will more than get you started. Ignore Swing, it's kinda crap and I'll suited for games.

Don't worry about performance, what's the difference between fast enough and fast enough? The answer... Nothing. Until you hit the point of "not fast enough", it's not even a topic you need to consider. As a new developer frankly, you are more likely to be the cause of slowness than your language for quite some time.

2D vs 3D isn't really the question it used to be, as due to the nature of technology, almost all 2D engines are 3D games that ignore one D. That said, some logic problems are quite a bit easier to solve in only 2 dimensions. Art difficulty is generally a wash, depending on style.

Edit: oops, I didn't link the LibGDX series in my footer. http://www.gamefromscratch.com/page/LibGDX-Tutorial-series.aspx

In Topic: Understanding the input processor.

19 October 2014 - 09:41 AM

I cover this in my LibGDX tutorial series although it was actually in the keyboard example I did it.



Basically, if I am reading you correctly, you want to poll input (on demand) as opposed to event driven?


Good news is, you can do this.  Yeah you essentially would have to track all these values ( position, finger, etc ), but fortunately LibGDX already does exactly that for you.  Take a look at the Input class


To get touch position on of first finger ( remember, multi touch, multiple pointers ), you simply do:


Gdx.input.getX(0); // 0 is 1st finger.  1 for second, 2 for third, etc


This returns the X coordinate of the current touch if applicable.  Check isTouched or isTouch(n) before calling getX/Y.


Using the input class you can easily poll input.

In Topic: Getting Started

18 October 2014 - 12:52 PM

I'm still kinda bummed against SFML for the BS way they treated 1.6 to 2.0 upgrade.  Even with 1.6 still the official build, and with all the documentation and materials working for 1.6, they refused to fix a game breaking bug because he frankly didn't want to.


That left a pretty bitter taste in my mouth at least so far as actually relying on the product goes.  I expect it to happen again too, as I believe the underlying core is pretty much fixed pipeline, meaning there is probably going to be another massive change in the future, which will again leave existing developers unsupported.


Other than this experience, and some serious attitude i've experienced towards beginners, it is a nice enough library.

In Topic: Hello everyone

14 October 2014 - 10:00 PM

Spammy link feels spammy sir.