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Member Since 14 Aug 2011
Offline Last Active Oct 12 2014 06:03 PM

Posts I've Made

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.

In Topic: Good open source engine 2d?

31 August 2014 - 02:19 PM

cocos2d - http://www.cocos2d-x.org/
moai - http://getmoai.com/

I wouldn't recommend moai, because it is a tad too complex for beginners, it is designed to be used by more experienced devs.


+1 for cocos2d.


Just SFML? I read that for physics in 2d games I should use something called Box2d. Does SFML takes care of the physics too? Or just the rendering part?

SFML is a multimedia library that "handles" media, system specifics and input. This includes rendering, audio, listening to kb&mouse/gamepads, networking and more.



But that's it, it gives you access to these resources, but it doesn't do any simulation. This means it does no physics, no collision detection...


Box2D is also a library, but it is a simulation one (physics simulation to be precise). This means it cannot render anything it is simulating, it "just does the math". You'd need to interpret its behavior to make it useful. Definitely not meant for beginners. There are many more ways to create physics though, and for a 2D sidescroller Box2D would probably be overkill, unless it is a physics game.

In Topic: GML Code crash when pathing (memory problem?)

15 August 2014 - 09:22 PM

Did you try adding a minimum delay for the order? Like only allowing the pathfinder to work, say, 10 times per second for each entity (as in add a 100 ms cooldown to it)?


I really do not know anything about GameMaker, nor even what language it uses. In other words, this is a complete shot in the dark here.

In Topic: What software(libraries, apis) should i use for my game?

13 August 2014 - 09:31 PM

As for your first question, if you are sticking to C or C++, I'd also recommend SDL 2. It is extensively used in the games industry, as the main development technology or sometimes to port games to new platforms.


About the engine controlling your game, that is not really accurate. You can do whatever you want with an engine like Unity, it does not restrict your ability to implement the gameplay. Of course, if you need some super fancy features as an exceptionally accurate physics or lighting, you'd be in for a hard time; it's hard to see a case where Unity wouldn't suffice though.

Now, about the advantages of using it, it is not an easy analysis to do. You have to consider the price of the engine for your desired platforms. Let's say your game has only simple physics, maybe some neat lighting system and doesn't need all features from Unity, chances are you could actually develop a smaller engine with a much better cost (time-cost) than you'd have to pay for it (monetarily). That is really case-specific.

1) Ive only heard of SDL being used when Valve was porting a game over to Linux to handle input and windowing

I can name many commercial games made with SDL over the top of my head: Starbound, Prison Architect, Amnesia, Faster Than Light, Overgrowth, Second Life... Not to mention that PyGame, Löve2D, Cryengine and many other engines are actually built on top of SDL.