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Member Since 23 Apr 2001
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#5311859 I want to learn programming 2D games. What's the best E-Book?

Posted by on 22 September 2016 - 12:48 AM

If your goal is just to make a 2d game using C++ but you're still a relative beginner, you may consider using a 2d engine.  This thread asked a similar question and may help:


#5272677 How do I make a good open world? (not engine specific)

Posted by on 26 January 2016 - 12:15 AM

This might help, though admittedly I didn't browse much yet.


I imagine a lot of your inspiration should also come from games you've played.  I'm thinking along the lines of Skyrim.  There's a lot to learn there by just looking around.

#5232414 2D artist beginner

Posted by on 02 June 2015 - 11:27 AM

It looks nice.  The only two things that pop out is that the rocks on the side look a little flat or somehow off.  And the few spots that only have one shade of brown could probably use a second as everywhere else is a mixture.  But this is really just nitpicking.

#5231481 2D Platformer: Choosing a physics engine

Posted by on 28 May 2015 - 09:11 AM

Randy, thank you for the detailed responses!  I read the whole thing and will re-read.  Seems like using a kinematic body would solve a lot of problems.  However, it would not allow physics bodies to push the player (like in the Trine 2 link I posted above), correct?  That's probably ok for most people though.

#5231352 2D Platformer: Choosing a physics engine

Posted by on 27 May 2015 - 04:25 PM

Why Using A Physics Engine For A 2D Platformer Is A Terrible Idea



braindigitalis, see Trine 2 as a great example


#5230435 Asking artist to draw something this

Posted by on 22 May 2015 - 10:49 AM

thanks a lot guys but why should they be drawn in vector first and not straight to raster?

also why doesnt it need to be raster at all ?


Most engines take bitmap/raster so it doesn't matter how the art is created but you'll want to make sure that it's designed for the highest resolution you're targeting and you scale down from there.  The exception to this are engines/libraries like Flash that specifically use vector in which case you'll want your artist to supply you with that format.

#5228440 PONG stop the ball from shaking? AI player. Suggestions

Posted by on 11 May 2015 - 03:50 PM

Then slowly decrease the speed overtime
 if (speed < 300f)
                speed = 300f;


This section of code increases the speed to 300 if it's less than 300 (instantly).

#5218555 What's a good 2D game engine to learn after C++/SDL?

Posted by on 23 March 2015 - 01:08 PM

Godot Engine seems to be a popular suggestion.  It has both 2D/3D support and it's free.  I believe you can code in C++ too.


#5213365 What is a game?

Posted by on 27 February 2015 - 01:19 PM


Is there a common source y'all are drawing on that proposes games not to require player-characters? I'd like to read it.


Let's say you turn on your console, and as it starts up, you go to take a shower. Does whatever game was in the console cease to be a game while you're taking a shower? What if it auto starts you in the game world with logic running?


What if you're working on an AI routine for the game, and just observing it.



But you could play the game when you chose to; that's what makes it a game.  If it's non-interactive then it's just a presentation.

#5197622 2d engines of choice

Posted by on 11 December 2014 - 11:41 AM

Depends on the type of game.  Games like Guacamelee and Trine wrote their own physics because Box2D isn't really made for Mario-type platformers.


Also: http://www.learn-cocos2d.com/2013/08/physics-engine-platformer-terrible-idea/

#5190953 Isometric game and 2D or 3D characters

Posted by on 03 November 2014 - 12:38 PM

No right answer, really.  I use 3D for 2.5D gameplay because I'm better at skinning models and animating bones than drawing hundreds or even thousands of 2D sprites.  Depends on what you and/or your artists are faster at.  There are plenty of games with great hand-painted or cartoonish 3d models.

#5171657 Aquaria - Day of the Aquarius

Posted by on 05 August 2014 - 10:40 AM

Just a friendly heads up that a relatively popular game called Aquaria already exists so I'd suggest renaming the game.

#5170110 Exploration in space 4X (boring & tedious)

Posted by on 29 July 2014 - 11:11 AM

Yes smile.png Scout ships are cheap, it's no brainer.

Besides, you HAVE TO visit that little planet at least once to check if there is an enemy, or if there is some wormhole or anything. So, making scout ships expensive would not solve anything really (plus then you would send cheap frigates or whatever you have).



That's exactly it.  Scout ships should be neither cheap nor expensive.  There's a middle ground where you should debate whether it's worth spending a few turns to build one on a new planet, or one or two turns on a productive one.

#5167444 How to exit the game gracefully?

Posted by on 17 July 2014 - 12:27 PM

Never make players wait to do what they want in a menu.  It's super annoying and no game I know does this.


That said, the article isn't especially clear.  If you got to the exit option through a menu, you don't need to do anything else.  You've already pressed at least one button earlier to get to the exit.  That's all the warning you need.  However, if your game is in windowed mode and there's a chance that you can accidentally click on the X at the top right corner (or wherever), definitely feel free to put in a quick "are you sure" confirmation.  But only for that specific case - not for the menu navigation.

#5164618 How do you get ideas for new games?

Posted by on 03 July 2014 - 12:59 PM

Consider also that you may have the answer right in your post: your friends.  If your friends didn't enjoy some of the games you created, why not ask or, even better, brainstorm with them about what you would all enjoy playing?