Jump to content

  • Log In with Google      Sign In   
  • Create Account

FREE SOFTWARE GIVEAWAY

We have 4 x Pro Licences (valued at $59 each) for 2d modular animation software Spriter to give away in this Thursday's GDNet Direct email newsletter.


Read more in this forum topic or make sure you're signed up (from the right-hand sidebar on the homepage) and read Thursday's newsletter to get in the running!


dejaime

Member Since 14 Aug 2011
Offline Last Active Dec 17 2014 06:13 PM

Posts I've Made

In Topic: Good open source engine 2d?

14 December 2014 - 09:39 AM

You can create a desktop game using LibGDX, as well as you can use Godot, Cocos2D-X and many many others that are not exclusivelly mobile.


In Topic: How should i process about embedding a SDL2 game into QT to make a level editor.

29 November 2014 - 10:24 AM

Nothing prevents you from creating a window with SDL and capturing the input events inside it, while you use Qt for the second window.

But you probably want to render inside the window, in a frame of some sort, so you'll probably have work around this.

 

The first possibility that pops in my mind is to use Qt's OpenGL API, to get the rendering target and such, and return whatever you need to SDL2 so it can render in a QtWidget.

 

What you could do as weel is trying and turning an SDL_Surface into a QtImage, and only use SDL to render to that surface. I don't really know how to do that, but it may be more googleable.


In Topic: For "real" Beginners

01 November 2014 - 12:43 PM

For children I always recommend microsoft's Kodu Game Lab.

It was made for that specifically, to allow kids to create simple games and have fun doing it.

 

http://www.kodugamelab.com/about/


In Topic: Help Starting on Code for an iOS Game

06 September 2014 - 03:32 PM

The problem with starting with the generator is that you won't really know what you need until you're coding the game itself. You'll need a good guess to avoid having to redo a big part of the generator once you start to see any possible problems in it when coding the game.

 

The opposite approach also have a downside, as you'll need to create one or two maps by hand, what isn't that much of a problem, but your game will have just these test cases and you can then have some nasty bugs that for a random reason don't appear on your hand-made maps.

 

Another possible approach is to code the generator and the game "simultaneously". Whenever you add a given feature to the game that affects your levels you add support for it to your generator. This is a safer approach, but it will probably take some rework now and then; you'll do a little rework to guarantee you won't do a lot of it. Now, if by generator you mean editor you'll need to create new maps whenever you make significant changes to your level system. If you really mean generator (as in a procedural generator) this wouldn't be a problem at all.


In Topic: Good open source engine 2d?

04 September 2014 - 08:16 PM

Ok, I don't know why this one is downvoted. I visited their website, and Oxygine pretty much covers all of the requirements: It's open source, it's designed for 2D, and it's a C++ engine. The docs are pretty complete too.

Oxigine is a relatively young engine with no community at all. It is unnatural at least to recommend this framework to a beginner given it has only a handful of examples. Especially after downvoting a post that recommends cocos2d-x that is really good and has tons of learning resources, including several published books.

PARTNERS