Sign in to follow this  
Xycaan

Unity Unity or LibGDX for beginning 2D games

Recommended Posts

Hi, i've been learning bits and bobs of programming for a while now and finally want to get my head down and make something. I've looked around at various game libraries for one that would offer the most and be cross-platform and i managed to find LibGDX to fill all these needs. I was learning LibGDX for a while before i realised Unity3D could be used to made 2D games (which is my main focus at the moment, but the added 3D would be an added future bonus) and i was wondering how Unity3D fared against LibGDX on the 2D front?

 

Mainly my requirements are: ease of use/ease of learning, flexibility, speed of development and general usefulness.

 

I would also like to know if C# has significant advantages over UnityScript in Unity as other people have said about having problems with UnityScript and how much difference there is between C# and Java?

Edited by Xycaan

Share this post


Link to post
Share on other sites

I don't know LibGDX, but I do know that using Unity will also reap other benefits over an only 2d API, and even over other 3d engines.

 

One, you mention the 3d as well.  It is an added bonus, and in fact can be used to make your 2d better.  Also, if in the future you want to make something fully 3d(gameplay too) you already know Unity3d so don't have to learn anything else.

 

Two, Unity is a commercial closed source project.  This can be good and bad, but on the good side, there is a massive company behind it, which means that things are constantly getting added and approved.  I can't say that the path of improvements they make are always what the community wants, but at the least we know it isn't going anywhere anytime soon.  LibGDX, being open source, doesn't necesarily mean it will go under soon either, rather it is simply more likely than in the case of Unity.  Then Open Source does have other advantages though.

 

Unity and GameMaker have one thing in common, though in different ways.  They are "quirky" as in there are sometimes things that you just do the way the program says, not the way you may think makes more sense.   The UDK has this problem too.  In Unity, the recommended method for having objects know about other objects is to create public variables in your classes and drag&drop them.  You can also use the find functions, but they are supposed to be pretty slow so are not recommended.  There are other things too, but I don't remember all of them.

 

As far as C# in Unity, there are indeed a few things that UnityScript is lacking compared.  Delegates are one thing, but frankly, though there are a few things, from what I've seen in forums, there isn't anything that jumps out heavily that would make a big deal.  Remember that they get converted to the same .NET code on the backend so it doesn't matter much.  Many people can use either one, though if you are more comfortable with one or the other, it makes more sense to use it then to worry about the other having a feature that this one may not.

 

If you have a budget, and believe you are only going to ever be interested in 2d games, you could look up GameMaker Studio.  The price of the Master Collection is about to go from $499 to $799 in a few weeks, but if you were to want to export to all the mobile systems and desktops, GMStudio does it, assuming you purchase either the master collection or the specific module you want.  One good thing about it is that it tends to be much easier than Unity3d to use, mainly for 2d though, but since it has the gml scripting language(similar to java/C/C++/delphi), you can still do pretty much anything you want to.

 

Unity has some advantages over GMStudio though, especially recently, and not only in the 3d side of things.  They have recently upgraded the free side of Unity.  It now includes some mobile exports for free, and a couple of paid features are now free, at least partially, like hard shadows from one lamp.

Share this post


Link to post
Share on other sites

I started with LibGDX about three weeks ago. I don't know much but I have already sprites bouncing on screen, different levels and other fancy stuff. As a beginner with the game programming I think I stay with 2D for a while. Less work, more games.

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

Sign in to follow this  

  • Announcements

  • Forum Statistics

    • Total Topics
      628395
    • Total Posts
      2982433
  • Similar Content

    • By toadvine
      I'd like to start building a 2D game, very small, just pixel art. I know python/javascript/tiny bit of HTML and I've started learning C++. I'm a long way from starting officially, I've just been making mini-projects to practice & drawing up concept art/gameplay storyboards. I'm just wondering if I'm off with the C++ for the game's programming, or if I should know certain things before starting.
      The game would be very small, I just want to get started trying out some actual work before college.
      Some other info: I'm working by myself on this, and going into game design/programming next year for college. I'm a high school student with a few years of experience just working by myself making small projects, drawing up stuff, so I really don't know much and I'd appreciate any tips.
      Thanks a bunch!
    • By Daerst

      SWARMED is a Zombie-themed RPG / RTS currently in development using Unity 3D. We love Dwarf Fortress (though we have no illusions that SWARMED will reach the same level of complexity), roguelikes, old-school point & click RPGs and real-time strategy games. We aim to cross genre-borders here and there and give some twists to the old Martinis every gamer has been drinking since the 1980s, metaphorically.
      Single player, 3D graphics and adjustable top-down camera - old-school RPG / RTS feeling Take control of a core group of survivors after the outbreak Encounter Zombies that are a real threat, no machine-gun massacre. Don't get swarmed! Build a safe zone anywhere with a highly flexible build system: campsite, lighthouse, school, or fence a whole village Grant asylum to other survivors that you meet and make them a part of your community Achieve sustainability in your safe zone and go on supply runs with your survivors
      Development
      The core team of recently founded indie studio Three Eyed Games currently consists of one writer, two artists and two programmers, based in Germany. We are in our mid-20s with professional experience in developing interactive 3D applications with Unity.
      SWARMED will feature both a 'free-play mode' and a campaign with mid-sized maps that leads the player through a story while explaining the gameplay and introducing him / her to the survivors: a core group a few 'hero' characters the player starts with (each one a detailed character with backstory, hopes and dreams), and more 'heroes' (total not more than 20, probably less) that the player can meet on the journey. In addition, randomly generated NPCs (less detailed and not directly controllable, similar to the way Dwarf Fortress handles its dwarves) can join your safe zone – if you let them.
      We plan to release a few 'Origin' prototypes that showcase individual gameplay systems and meanwhile give a gentle introduction to the characters you will meet in the game. Origin I, showcasing the build system and many fundamental elements like character controls and interactions, is finished and will be released soon. Next up, we're working on the dialog system to be presented in Origin II. Get in touch and we will provide more details and a playable version.
      We want you!
      We seriously think you should join the fun! We are looking for:
      Level Designers / Environment Artists, preferably with experience in Unity and procedural asset creation. Design and build maps with interesting visuals and proper pacing. 3D Artists. Our shacks, items and the dead guys' faces could use some plastic surgery. Can you do that? Writers. We have a bunch of characters to detail and a story to write ahead of us. Game Designers. We have a rough game design sketched out that needs improvement and completion. We need a balanced combat system, trees for constructions, workshops and character skills etc. PR & Community Managers, preferably with web development experience. We want to build a community around the game, and we need you to plan and manage this (with the help of the rest of the team, of course). 2D Artists / UX Designers, preferably with Unity UI experience. Our menus still look pretty dull, and we don't like that. We also need concept art for characters and iconic game moments to define their look and feel. Coders. If you know your way around Unity and C#, there are lots of challenging things to be done. You will work closely together with the two programmers already on the team to get going quickly. Please drop me a message or contact info@three-eyed-games.com
    • By sveta_itseez3D
      itSeez3D, a leading developer of mobile 3d scanning software, announced today a new SDK for its automatic 3D avatar generation technology, Avatar SDK for Unity. The Avatar SDK for Unity is a robust plug-n-play toolset which enables developers and creatives to integrate realistic user-generated 3D avatars into their Unity-based applications. SDK users can allow players to create their own avatars in the application or integrate the SDK into their own production processes for character design and animation.
      “Virtual avatars have recently become increasingly popular, especially in sports games and social VR apps. With the advance of VR and AR, the demand to get humans into the digital world is only increasing”, said Victor Erukhimov, itSeez3D CEO. “Our new Avatar SDK for Unity makes it super-easy to bring the avatar technology into any Unity-based game or VR/AR experience. With the Avatar SDK for Unity now every developer can bring face scanning technology into their games and allow players to create their own personalized in-game avatars, making the gameplay much more exciting and immersive.”
      Key features of the Avatar SDK for Unity:
      Automatic generation of a color 3D face model from a single selfie photo in 5-10 seconds (!). Works best with selfies, but can be used with any portrait photo.
      Shape and texture of the head model are unique for each person, synthesized with a deep learning algorithm crafted by computer vision experts
      Head models support runtime blendshape facial animations (45 different expressions)
      Generated 3D heads include eyes, mouth, and teeth
      Algorithms synthesize 3D meshes in mid-poly resolution, ~12k vertices, and ~24k triangles
      Six predefined hairstyles with hair-recoloring feature (many more available on request)
      Avatar generation API can be used in design-time and in run-time, which means you can allow users to create their own avatars in your game
      Cloud version is cross-platform, and offline version currently works on PCs with 64-bit Windows (support for more platforms is coming soon)
      Well-documented samples showcasing the functionality.
       
      Availability
      The Avatar SDK for Unity is offered in two modes - “Cloud” and “Offline”. The “Cloud” version is available at http://avatarsdk.com/ and the “Offline” version is available by request at support@itseez3d.com.
      ###
      About itSeez3D
      At itSeez3D, we are working on the computer vision technology that turns mobile devices into powerful 3D scanners. itSeez3D has developed the world's first mobile 3D scanning application that allows to create high-resolution photorealistic 3D models of people's' faces, bodies and objects. The application is available for iOS and Windows OS mobile devices powered with 3D cameras. In 2016 the company introduced Avatar SDK that creates a realistic 3D model of a face from a single selfie photo. To learn more about itSeez3D scanning software and 3D avatar creation technology, please visit www.itseez3d.com and www.avatarsdk.com.

      View full story
    • By sveta_itseez3D
      itSeez3D, a leading developer of mobile 3d scanning software, announced today a new SDK for its automatic 3D avatar generation technology, Avatar SDK for Unity. The Avatar SDK for Unity is a robust plug-n-play toolset which enables developers and creatives to integrate realistic user-generated 3D avatars into their Unity-based applications. SDK users can allow players to create their own avatars in the application or integrate the SDK into their own production processes for character design and animation.
      “Virtual avatars have recently become increasingly popular, especially in sports games and social VR apps. With the advance of VR and AR, the demand to get humans into the digital world is only increasing”, said Victor Erukhimov, itSeez3D CEO. “Our new Avatar SDK for Unity makes it super-easy to bring the avatar technology into any Unity-based game or VR/AR experience. With the Avatar SDK for Unity now every developer can bring face scanning technology into their games and allow players to create their own personalized in-game avatars, making the gameplay much more exciting and immersive.”
      Key features of the Avatar SDK for Unity:
      Automatic generation of a color 3D face model from a single selfie photo in 5-10 seconds (!). Works best with selfies, but can be used with any portrait photo.
      Shape and texture of the head model are unique for each person, synthesized with a deep learning algorithm crafted by computer vision experts
      Head models support runtime blendshape facial animations (45 different expressions)
      Generated 3D heads include eyes, mouth, and teeth
      Algorithms synthesize 3D meshes in mid-poly resolution, ~12k vertices, and ~24k triangles
      Six predefined hairstyles with hair-recoloring feature (many more available on request)
      Avatar generation API can be used in design-time and in run-time, which means you can allow users to create their own avatars in your game
      Cloud version is cross-platform, and offline version currently works on PCs with 64-bit Windows (support for more platforms is coming soon)
      Well-documented samples showcasing the functionality.
       
      Availability
      The Avatar SDK for Unity is offered in two modes - “Cloud” and “Offline”. The “Cloud” version is available at http://avatarsdk.com/ and the “Offline” version is available by request at support@itseez3d.com.
      ###
      About itSeez3D
      At itSeez3D, we are working on the computer vision technology that turns mobile devices into powerful 3D scanners. itSeez3D has developed the world's first mobile 3D scanning application that allows to create high-resolution photorealistic 3D models of people's' faces, bodies and objects. The application is available for iOS and Windows OS mobile devices powered with 3D cameras. In 2016 the company introduced Avatar SDK that creates a realistic 3D model of a face from a single selfie photo. To learn more about itSeez3D scanning software and 3D avatar creation technology, please visit www.itseez3d.com and www.avatarsdk.com.
    • By Canislupus54
      I'm looking for programmers for an rpg I want to make. If you're wondering what "semi-turn based" means, it means that you take turns, but instead of a rigid back and forth like Pokemon, a timer determines when you can act, a sort of modernization of the classic Final Fantasy Active Time Battle system. Right now, I'm looking for programmers to create a prototype of both the combat system and the movement outside of combat. Preferably for Unity C#. Concept artists, particularly for characters, and writers to help me flesh out the character and story aspects, would also be helpful.
      Here's a concept doc to fully explain things: https://docs.google.com/document/d/1ObDMAUWsndSAJ1EpQGRDxtR8Xl9xPotx89OZ0sgRaIw/edit?usp=sharing
      If you can fill another role and are interested, feel free to let me know as well.
      At the moment, this is purely a hobby project, with no payment planned. If we produce something we feel we can release, then of course we'll work out something for compensation. But, again, don't join this project counting on payment.
      If you're interested, contact me on here, or at jordestoj@yahoo.com . Thanks.
  • Popular Now