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jwezorek

Member Since 10 Nov 2009
Offline Last Active Today, 06:20 PM

Topics I've Started

The "action" systems that 2D game frameworks all now have...

25 November 2014 - 11:21 AM

When implementing 2D games to somewhat heavy-weight 2D frameworks like Sprite Kit or Cocos2D, do you use the action system for everything or do you prefer a traditional game loop?

 

I'm currently working in Swift + Sprite Kit which is new for me. I find myself searching for documentation or sample code that implements a standard

scene->update(dt); 
scene->render()

style game loop, but then I think maybe I am just being old-fashioned and instead I should try to embrace the actions system. My problem is that the game I am working on doesn't seem like it wants to be implemented in terms of actions, but it could just be me.

 

As a little background, basically these frameworks are kind of new in the grand scheme of things, meaning before the mobile era the only "framework" most people would consider for a 2D game would be something like SDL. SDL isnt so much a framework as a hardware abstraction layer so this question wasn't really an issue. I'm just wondering what other people do besides me -- particularly people who didn't grow up writing 2D games without any kind of framework.


do source tags not work any more?

02 October 2014 - 02:29 PM

Trying to mark up some code in a journal with source tags but the lang attribute seems broken and the code keeps losing indentation when I publish...

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

02 October 2014 - 10:41 AM

I wrote  my last iOS game  in C++ on top of Cocos2d-x but am unhappy with version 3 of Cocos2d-x and the direction that that framework is going. I'm thinking about switching to Swift for my next game, basically for the fun of learning a new language

I'd rather not have to fight with my development environment, though...
 

 


jojos2d-x anyone?

12 August 2014 - 12:04 PM

I have been thinking about a large project and am wondering if anyone else would be interested in this besides me.
 
I'm thinking of forking the cocos2d-x codebase and cutting out a lot of crap and turnig what remains into something cleaner that attempts to do less. The motivation here is that
 
  1. Cocos2d-x v3.2 is a mess. It was a major release that added features that I don't care about without fixing what is obviously broken and made the terrible documentation situation even worse because it broke backwards compatibility with all existing tutorials for an increasingly complicated framework that essentially doesn't have English language documentation.
  2. I don't like the sort of high-level direction that cocos2d-x is going in. They've now released an IDE for putting together script-based games and this is what they seem to care about. To support the IDE they are bringing more and more stuff into the framework proper to facilitate the scripting of these features by making them cocos2d-x objects e.g. physics is now in the framework itself, 3d is now in the framework itself, etc. If you use this stuff you get locked into the development choices of the cocos2d-x developers who make cavalier choices driven by the fact that they are entirely interested in creating a framework that allows developing certain kinds of generic games quickly not with creating an elegant framework for any kind of 2d game.
 
Specifically what I want to do is the following
  1. From the cocos2d-x v3.2 codebase take just the following: The Sprite hierarchy and the node tree model -- scenes, scene transitions (maybe), layers, basic sprite types, input handling, audio, and the action model and nothing else. No integrated physics, no 3D nodes, no javascript integration.
  2. Get rid of the current memory management stuff entirely and replace with std::shared_ptr, std:weak_ptr, and std::unique_ptr.
  3. Get rid of all internal usage and exposed to the framework user usage of nonstandard container types. Replace with std::vector, std::list, et al.
  4. Support only iOS and Android.
  5. Write English as a first language documentation for the above.
 
Thoughts?

Does the interface of every graphic adventure game suck?

07 August 2014 - 10:49 AM

Do any graphics-based adventure games have an interface as rich as the pseudo natural language interface common to Infocom's games from the 1980s?
 
If not what would such a game be like?
 
... and for the purposes of keeping this question specific enough to be answerable without answers devolving into lists of games from the last couple of decades that are good, let's define "graphics-based adventure games" conservatively as the sort of direct descendants of the adventure games of the 1980s; i.e., I am not considering Assassin's Creed to be an adventure game or even L.A. Noire. However, if someone really objects to this definition then answer away and explain why I am wrong to frame the question like this.
 
Voice/speech-to-text would be an obvious thing to do, but part of me feels like it would be a cop out.
 
What I am looking for is an interface that is purely graphical but still allows puzzles deeper than the essentially verb-noun type puzzles that SCUMM type games allow. Basically, to me the SCUMM/Lucas Arts games like Monkey Island and so forth are kind of the visual equivalent of Scott Adams games or are like visually richer and 3rd person Sierra Online games, sort of 3rd person Wizard and the Princess. 
 
What I want to figure out is what the visual equivalent of Zork II would be like, or The Hitchhiker's Guide to the Galaxy. In Zork II, say, you have a puzzle where you slide a place mat under a door, insert a letter opener into a keyhole, pull the place mat back revealing that it now has a key on it, and open the door with the key. I don't see how you could represent a puzzle like that in a Maniac Mansion style game, so I am trying to come up with a 3rd person style graphics adventure game in which you could -- but maybe it isn't possible.
 

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