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starbasecitadel

Member Since 31 Aug 2012
Offline Last Active Yesterday, 10:17 AM
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Posts I've Made

In Topic: 2d game engines/sdks

27 March 2014 - 08:02 AM

 


This one looks really good too, but I didn't see any networking (UDP Sockets) support in a quick look through the API.  
 
Thanks!

Since Starling is just a library for Air/Flex SDK, it has access to everything those platforms from Adobe can offer. Including http://help.adobe.com/en_US/FlashPlatform/reference/actionscript/3/flash/net/DatagramSocket.html and much much more.

 

 

 

Thanks!  


In Topic: 2d game engines/sdks

27 March 2014 - 07:15 AM

Believe or not, GameMaker Studio does really well.  For 2d game creation, the only thing that really beats it(except for very special situations) would be coding your own, but then you lose out on the portability.  For 3d(which you say you don't need) Unity would likely be king, but Unity's 2d just doesn't yet get close to GameMaker Studio.  It also exports to mobile platforms, but the desktop exports are great too.  You also have most access that you would need to lower level parts, enough to do almost anything you want, but nothing that gets in your way.  For example, if you want to use custom shaders for rendering, even for 2d, even if it is the whole screen at once, you can do it.  But if that doesn't interest you, there is no need at all to mess with shaders.

 

This looks great, I'm leaning on going this route.   A friend recommended it 3 years or so ago but at the time, it didn't support nearly as many platforms or have any real multiplayer (UDP sockets) support.  Now it looks much more polished.  The only downside is the IDE is Windows only, ideally the IDEA could work on Mac OS X too but that is ok (my laptop is Mac, home desktop is Windows).    But it looks like a great platform.. probably I'll go this route.

 

 

I'm gonna advertise the technology our company is using right now to make social games. It is called Starling. Utilizes high-level programming language - ActionScript 3. Free. Works on Mobile and Desktop with minimum efforts per platform (basically 99% of the code is the same for every platform). GPU-accelerated.

 

This one looks really good too, but I didn't see any networking (UDP Sockets) support in a quick look through the API.  

 

Thanks!


In Topic: 2d game engines/sdks

26 March 2014 - 12:36 PM

I use cocos2dx which is a mobile engine but also supports desktop. I find it easy to have one game be on iOS, Android, Win32, OSX and Linux all at once. Just abstract all the platform specific code out and use ifdef's when needed.

 

That does look really good, thanks!


In Topic: multiplayer map / team composition

07 November 2013 - 03:59 PM

That is a good point, it does hurt creativity in the meta-game.  Though it also prevents possible troll-type situations (all Engineers, all Spy's in TF2? A server I was on put a class limit for this various reason)

 

Btw, on this subject, LoL just announced they are adding in support for strict team comp (I think as an option, not a requirement):

 

http://forums.na.leagueoflegends.com/board/showthread.php?t=3951169

 

 

 

Lyte here, and in this post I’m excited to talk with you about Team Builder, a new feature coming to PBE in the near future where you can queue up for a specific role, champion and position and get connected with four teammates that also preselected their preferred role. The goal is to build a balanced team where everyone’s in agreement on where they’re going and what they’re playing, and in doing so help lay the foundation for good teamwork. 

 

 

 

edit: Looks like this is more flexible than I was thinking, they will even support things like double jungle etc.  So it is more along the lines of something to make Matchmaking easier (eg, make it a better user experience for you to get the roll you want, without really limiting the types of meta too much).  


In Topic: multiplayer map / team composition

06 November 2013 - 06:39 PM

I'm not dead-set on doing the new map / composition as the next thing.  Some other possible big features to do instead could be (in no particular order):

 

- Admirals (an entire new kind of player that each team has 1 of, I'd create a new UI for them that is more strategic and based on pings and coordination)

 

- Economy system.  Allow ability to mine resources and purchase weapons, armor etc upgrades

 

- Experience system.  In-game leveling system.

 

- More starship types (Assassin-class starships, Spy-class starships etc, more differentiation for battle ships and support-class ships)

 

- Carriers / carrier groups.  (A new kind of starship that grants Aura bonuses and refueling to Starships of a compatible class that dock with it)

 

- Chain explosions.  Explosions themselves can do damage, often times causing chain explosions (domino effect).  

 

- Starship Collisions cause "bouncing" ( a friend suggested this one, if you hit another Starship you bounce of them smile.png)

 

- Pilots + Droid Units.  You can think of these as the LoL equivalents of Summoner Spells.  The idea here is each Starship player would chose 1 Pilot and 1 Droid Unit, each of which grant probably 1 passive bonus and 1 Active ability on a cooldown.

 

I still have hopefully less than a month or 2 to finish off what's needed to get a bare minimum alpha/demo.  But looking after that I'm pretty conflicted on where to go.  I see a lot of things that could really enhance the game but it's hard to determine the best sequence of anything here, whether along the lines of my original post, some of these ideas, or a new direction entirely.    If anyone has further feedback please chime in smile.png

 


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