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moneal2001

Member Since 02 Dec 2011
Offline Last Active Jul 05 2015 11:41 AM

#5223820 Best CHEAP/FREE 2D Game Engine?

Posted by moneal2001 on 16 April 2015 - 07:01 PM

Hello everyone! I've been using Unity3D Free for making simple 3D games (all of which, I've never finished :/) for the past 6 months. At the moment, I want to try a new engine, but exclusively for 2D games, because I have a few ideas in mind.

 

The problem though, is that all of, what seems like the best 2D game engines, are way too expensive for me. I'm a 15 year old student. I definitely can't afford a game engine license of any kind. I want to make Android games since I will not need a Mac and iOS Developer's License (expensive as heck...) also, I already have an Android phone that I can test on. Also, a $25 lifetime license for the Google Play Store is not that big of a deal.

 

As of what I've seen, most engines only allow you to export to Android with an expensive license that I can't afford. I'm looking for an engine that will allow me to make good 2D games relatively easily, and can be learnt... easily. The only thing is that it must be a free license that allows me to export to Android. I don't care about royalties and stuff, because if I'm making enough money (not likely) to pay a certain percentage (say for example, after $5000, you must pay 5% of revenue) than I'm still happy. I really don't mind. The commercial license, to export to Android... just simply, must be free. not to mention, the engine itself has to be good though.

 

I'm not sure if I'm even making any sense, and if there even is an engine like that out there...

 

Thanks everyone! 

 

 

I know you want to try something new, but why not just use unity for 2d?  Its free, and you would already know how to do some things in it.  There isn't much that changes moving from 3d to 2d.  GameMaker and Constuct2 are both good as well, as SotL mentioned.




#5212947 Best tutorials for beginner to expert Unity Java?

Posted by moneal2001 on 25 February 2015 - 01:23 PM

I am trying to find a really welldone tutorial on Java Unity but can't find any. Do you know a really good tutorial?

If you are trying to learn unity, you should start by learning c#.  i think its better to use than unityscript(unity's version of javascript), because it is a more powerful language and more widely used in general.  One tutorial I would recommend for a newcomer to unity would be http://pixelnest.io/tutorials/2d-game-unity/ It covers quite a few features and isn't too old.  It still uses the old GUI system instead of the newer UI system, but outside of that everything is up to date.




#5200486 Is C# in Unity3D worth learning?

Posted by moneal2001 on 28 December 2014 - 10:39 PM

Is C# worth learning in Unity? People say that every unity game looks the same, and that Unity is too simple.

 

For a beginner like me, I think that Unity is great for starters. So far I tried to learn C++ and gave up because I want something to do not just create console applications like hangman. Unity seems great in visualizing what you are doing, and you don't have to learn any OpenGL or DirectX because it is all made for you.

 

I think it is good. Some people say it is bad. I want to know if it is worth learning, if it is not good, are there any other good engines like Unity?

 

firstly people that say all unity games look the same are dead wrong.  and unity is not too simple, its actually quite complex.  it is a great general purpose game engine, especially for beginners.  I would say go for it.  its best to use c# for unity, since you can use it outside unity and has some similarities with c++ which can help when learning c++ later down the road, if you choose.




#5163762 Game engine for beginners, details here...

Posted by moneal2001 on 29 June 2014 - 10:26 PM

Ok fine, lets say C# is the best overall in performance & learning.

 

I have tried making my game in Unity and it has NOT gone well, i got VERY frustrated over it due to lack of community support.

 

Many have stated that I start in baby steps, so I did, i done one of the Unity tutorial series (Stealth) and of all the tutorials i have found, none have explained a piece of code in detail. This is what i have EXPERIENCED.

 

 

Unity has some of the best community support of any of the engines or frameworks that I have used.  It has tons of tutorials and videos on youtube and around the web.  I don't know if you didn't search hard enough or what but there is a ton of info and learning material on unity out there.




#5163656 Game engine for beginners, details here...

Posted by moneal2001 on 29 June 2014 - 12:14 PM


Unity is not accepted or under consideration

 

why not go with unity.  its supports oop and has a free version(which doesn't have limits on sprites or scenes).  unless you just don't like unity it seems like the best option for what you are looking for.




#5145567 Pirate RPG class design

Posted by moneal2001 on 08 April 2014 - 11:27 PM

When I think of pirates spells never really come to my mind.  Mostly because spells are usually a scholarly pursuit.  Pirates have always seemed to only want to learn about the sea or the bar wench of the night.

If I were designing a game where Pirates had spells, the spells would probably be quite simple or revolve around chanties(pirate songs).  Pirate life just isn't really suited for dedication to learning magic in a traditional sense.

As for armor, medium(leather) armor would probably be the highest weight for a pirate, due to their required need for flexibility and mobility to maneuver around on a ship in the high seas.




#5144170 Learning Unity

Posted by moneal2001 on 03 April 2014 - 12:49 PM

Thanks.

 

I have a few game related ideas I'm pursuing atm. Still at conceptual level for all of them though.

 

So what would be the complexity of programming a game like "Threes" and "868-Hack" If you//anyone played these and can estimate ?

 

Edit: Also back to OP, Can you recommend A good tutorial starting point? I'm on a Mac so I can't use Visual Studio tuts.

 

a good tutorial on the basics of unity especially the new 2d stuff is

 

as protectedmode mentioned you need to know some programming in either c# or unityscript(unity derivitive of javascript).  the tutorial i linked is done in c#.  I would suggest you try to learn the basics of c# programming, MS has tutorials on their site as does rbwhitaker(

 

protected mode also mentioned playmaker.  its a good extention of unity that allows you to script logic for objects visually without any/much programming.  It can be bought from the Unity asset store. I have used it myself a little.  I liked it, but I am more interested in coding for myself.  here is the playmaker homepage that has tutorials and a forum there so you can see what it is like: 




#5056568 XNA Code Help - Animation Error

Posted by moneal2001 on 24 April 2013 - 11:53 PM

I think it has to do with the override of spriteBatch.Draw that you are using.  yours only seems to take into account where you are drawing the texture

 

you need to use the override that includes the source rectangle(the frame on your spritesheet) as well as the destination rectangle(where the texture is being drawn).




#5051599 How to retheme this game?

Posted by moneal2001 on 09 April 2013 - 03:12 PM

There was a hollywood sim quite a few years ago that was pretty good called The Movies.

 

any you just listed would be pretty good.  

 

I think you could still work the game dev sim.  it was ok for something really simple.  just need to allow players to decide on the type/size(AAA all the way down to app) of the games.  also create some other phony game companies to compete with(allow for buying out each others talent) along with a few trade shows and awards.  heck you could even go and start the game in the 80s or 70s and bring in the R&D aspect in and go from text/low graphics all the way to full 3D.  could even create some parody characters that give boosts: Mid Syers, Gil Bates, also bring in the marketing aspects.

 

A lot of these ideas are based on my time playing The Movies.  I suggest you check it out.  




#5049821 Help with menu selection in XNA

Posted by moneal2001 on 03 April 2013 - 09:37 PM

Yea that should work.  i would create a list since you can add and remove from lists at will(adding or removing any number of buttons you need as you go).  and put something together kinda like my example and it should work just fine.  the button class you have looks set up pretty well.  

 

there are some great examples of how to do a menu system out there for xna.  a good one is at xnagpa, in his rpg tutorial(the one i think i modeled the example after if i remember right).  he also has a lot of menu control items.  and as someone mentioned earlier in the thread at the app hub resources the Game State Management Tutorial has a good menu and input handling system in it.




#5049805 Help with menu selection in XNA

Posted by moneal2001 on 03 April 2013 - 08:17 PM

you are asking if the down key is down both times back to back, before assigning currentKeyboardState to previousKeyboardState.  so yes it will jump all the way down to the exit button because you are asking about the same keyboardstate both times.  so both will be activated during the same Update.  you should set up the menu items in an array or list have an indexer that moves up or down one with each press.  also move your keyboardstate declerations out of the method.   like this.

int menuIndex = 0;  // place this in your menu fields
menuItem[] menuItems; //place this in your menu fields
KeyboardState currentKeyboardState; //place this in your menu fields
KeybardState previousKeyboardState; //place this in your menu fields

private void MainMenuSelection()
        {            
            currentKeyboardState = Keyboard.GetState();
            
            menuItems[index].IsActive = true;

            // If player presses down arrow go down in menu
            if (currentKeyboardState.IsKeyDown(Keys.Down) && previousKeyboardState.IsKeyUp(Keys.Down))
            {
                   //deactivate current menuItem
                   menuItems[menuIndex].IsActive = false;
 
                   //go down in the menu
                   menuIndex++;
                   
                   // keep index within the your menu items
                   if(menuIndex <= menuItems.Count)
                        index = 0;

                   //activate new menuItem
                   menuItems[index].IsActive = true;

            }

            // If player presses Up Go Up in menu
            if (currentKeyboardState.IsKeyDown(Keys.Up) && previousKeyboardState.IsKeyUp(Keys.Up))
            {
               //deactivate current menuItem
               menuItems[menuIndex].IsActive = false;

              //go up in the menu
              menuIndex--;

              // goes to last menuItem if already at top of menu
              if(menuIndex > 0)
                 index = menuItems.Count -1;

              //activate new menuItem
              menuItems[index].IsActive = true;
            }

            previousKeyboardState = currentKeyboardState;



#5049415 raiding and inter-band rivalry in caveman simulator

Posted by moneal2001 on 02 April 2013 - 08:36 PM

why no way for hostiles to become friendly?  there should also be levels of relations, with giving of gifts(food, shelter, slaves) and performing actions(quests, attacking enemies, attacking allies) to increase the friendliness/hatred of the different bands.  

 

as well as actions that raise your relations with one band while reducing them for another: like raiding a known shelter of one band for the other band to take over.

 

another thing going along the lines of tribes and nations having power struggles between different bands within the tribe/nation with inter tribe rivalries and alliances.

 

each band should have their own motivations, beyond survival.  and give quests based on those motivations.  

 

maybe you encounter a band that's main motivation is expansion and they are more likely to raid others to increase their area.  or even grow hostile the more you expand in their direction.  




#5044036 The games that everybody writes.

Posted by moneal2001 on 17 March 2013 - 03:02 PM

pac-man




#4914277 Getting Random Numbers into a Variable

Posted by moneal2001 on 18 February 2012 - 01:04 PM

I think that the op was asking how to get the random number into a variable. if i am wrong ignore this message.

you would use

srand(time(0));
int number = rand();

if you are making a number guessing game you would prolly want to lower the possible numbers since rand() can generate numbers like 32000 or higher, to do that you would need to make a function for that. I got mine form the book Accelerated C++.

#include <cstdlib>
#include <stdexcept>

using namespace std;

int nrand(int n)
{
	 if (n <=0 || n > RAND_MAX)
	 	 throw domain_error("Argument to nrand is out oof range:")

	 const int bucket_size = RAND_MAX / n;
	 int r;

	 do r = rand() / bucket_size;
	 while (r >= n);

	 return r;
}

you would use it like:

srand(time(0));
int number = nrand(101);

this would make the variable number a random nubmer from 0 - 100.


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