• Advertisement
Sign in to follow this  

Unity What language is this made in?

This topic is 1041 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Just a quick question, Wanted to know what language was this game made in: http://clawmark.itch.io/titan-souls-demo

 

Is it made in java? c++? or what? and can it be done using unity?

 

Finally, what style of game is this? is it a 2.5d game or an isometric type? I'm trying to find tutorials but I have no idea what i'm looking for as im not sure what type it is, could if be a platformer?

 

Thanks.

Edited by ramo55

Share this post


Link to post
Share on other sites
Advertisement

I don't really see how knowing what this particular game was written in can help in anything, but here goes:

After investigating the windows package I'd make a strong educated guess that it's C++ (and of course parts might be written and linked as pure C, since that is no problem technically).

Why? Without poking too too deep and without specialized tools:

1. There are a lot of PE32 dlls, some of which are widely used C libs.

2. Executable too is PE32.

3. There is this string in the executable, hinting at the compiler*: "GCC: (GNU) 4.9.0 20130525 (experimental)".
4. There are strings in there (exe) that look like C names and mangled C++ names*.

5. There are these paths in there:

C:\repos\New Engine\SOURCE\UTIL\TmxParser\tinyxml\tinyxmlparser.cpp
C:\repos\New Engine\SOURCE\UTIL\TmxParser\tinyxml\tinyxml.h
C:\repos\New Engine\SOURCE\UTIL\TmxParser\tinyxml\tinyxml.cpp
hinting that tinyxml is used, but I can't guess why they are there, I thought it might be from __FILE__ macros used in error messages, but there don't seem to be any (except for one on android) in tinyxml.h and tinyxml.cpp on github.

... (the list goes on, but it's just more of the same - symbol names, strings, guesses ect.)

Of course this is all educated guessing AND it's always possible this was written in a language that is source compiled to C/C++ in the end (Haxe can do this, among numerous other backends), but chances are slim.

 

*although if you want to troll someone who is doing what I'm doing right now, you can include strings with names of all common toolkits function names and programming language toolchains in your exectuable to throw the "investigators" like me off, that'd be fun, and I don't think this is going on in here.

Edited by FRex

Share this post


Link to post
Share on other sites

I'm at work so a lot of stuff is blocked, but I do know the original demo made for the game jam was Adobe Flash and a bunch of sites say it was ported to a 'new engine', although I can't see details beyond that. I found a journal entry from the developer from Dec 2013 saying "I’ve got a pretty solid version of the game running with adobe AIR, but maybe I should port it over to C++ for a more stable game and things like actual controller support if I continue it further." so probably either AIR or something using C++. As for the 2d perspective used, this link seems to explain what it is as 3/4 perspective. I believe 2.5d is a more generic term for making 2d look kinda like 3d and thus includes several art styles. Another overview of different types of projections (although it doesn't get into 3/4 perspective) is here.

 

It's definitely not platformer, that's more of a gameplay style than an art style.

 

According to this Unity can do it.

 

 

I don't really see how knowing what this particular game was written in can help in anything, but here goes:

After investigating the windows package I'd make a strong educated guess that it's C++ (and of course parts might be written and linked as pure C, since that is no problem technically).

Why? Without poking too too deep and without specialized tools:

1. There are a lot of PE32 dlls, some of which are widely used C libs.

2. Executable too is PE32.

3. There is this string in the executable, hinting at the compiler*: "GCC: (GNU) 4.9.0 20130525 (experimental)".
4. There are strings in there (exe) that look like C names and mangled C++ names*.

5. There are these paths in there:

C:\repos\New Engine\SOURCE\UTIL\TmxParser\tinyxml\tinyxmlparser.cpp
C:\repos\New Engine\SOURCE\UTIL\TmxParser\tinyxml\tinyxml.h
C:\repos\New Engine\SOURCE\UTIL\TmxParser\tinyxml\tinyxml.cpp
hinting that tinyxml is used, but I can't guess why they are there, I thought it might be from __FILE__ macros used in error messages, but there don't seem to be any (except for one on android) in tinyxml.h and tinyxml.cpp on github.

... (the list goes on, but it's just more of the same - symbol names, strings, guesses ect.)

Of course this is all educated guessing AND it's always possible this was written in a language that is source compiled to C/C++ in the end (Haxe can do this, among numerous other backends), but chances are slim.

 

*although if you want to troll someone who is doing what I'm doing right now, you can include strings with names of all common toolkits function names and programming language toolchains in your exectuable to throw the "investigators" like me off, that'd be fun, and I don't think this is going on in here.

 

Thanks so much guys!! Your replies really helped alot, personally I think the game is made in c++ since the majority of you said its most likely c++. Also thanks for the link: http://answers.unity3d.com/questions/500995/how-to-implement-a-34-perspective-camera.html

 

Exactly what I was looking for!

 

Is there any other game engines you guys would recommend that allow making perspective games like that?

Share this post


Link to post
Share on other sites

I don't really see how knowing what this particular game was written in can help in anything, but here goes:

After investigating the windows package I'd make a strong educated guess that it's C++ (and of course parts might be written and linked as pure C, since that is no problem technically).

Why? Without poking too too deep and without specialized tools:

1. There are a lot of PE32 dlls, some of which are widely used C libs.

2. Executable too is PE32.

3. There is this string in the executable, hinting at the compiler*: "GCC: (GNU) 4.9.0 20130525 (experimental)".
4. There are strings in there (exe) that look like C names and mangled C++ names*.

5. There are these paths in there:

C:\repos\New Engine\SOURCE\UTIL\TmxParser\tinyxml\tinyxmlparser.cpp
C:\repos\New Engine\SOURCE\UTIL\TmxParser\tinyxml\tinyxml.h
C:\repos\New Engine\SOURCE\UTIL\TmxParser\tinyxml\tinyxml.cpp
hinting that tinyxml is used, but I can't guess why they are there, I thought it might be from __FILE__ macros used in error messages, but there don't seem to be any (except for one on android) in tinyxml.h and tinyxml.cpp on github.

... (the list goes on, but it's just more of the same - symbol names, strings, guesses ect.)

Of course this is all educated guessing AND it's always possible this was written in a language that is source compiled to C/C++ in the end (Haxe can do this, among numerous other backends), but chances are slim.

 

*although if you want to troll someone who is doing what I'm doing right now, you can include strings with names of all common toolkits function names and programming language toolchains in your exectuable to throw the "investigators" like me off, that'd be fun, and I don't think this is going on in here.

The idea behind knowing what language it's made in, is to give me atleast in some way an idea of where to start, knowing the game was made in a particular language means, that it would be a good idea for me to start making my games in that language too and so on, now I know this might not be the best option/idea since they could of used a game engine and so on, but it's the only option I currently know off. Incase you were wondering, I'm aiming to make a game similair to that, doesn't have to be exactly like it or that perfect.

Share this post


Link to post
Share on other sites

FRex answered the question, but I am curious why this even matters? What language are you comfortable with? If your goal its to make a game like this, use that language. This could be made in C, C++, BASIC, Pascal, Assembly, Java, or a host of others. It really doesn't matter.

 

[edit]

I was typing as you posted, but still...

Edited by MarkS

Share this post


Link to post
Share on other sites

FRex answered the question, but I am curious why this even matters? What language are you comfortable with? If your goal its to make a game like this, use that language. This could be made in C, C++, BASIC, Pascal, Assembly, Java, or a host of others. It really doesn't matter.

 

[edit]

I was typing as you posted, but still...

I'm comfortable in c and c++ and java, but I have no idea where I would go about from their. The idea behind this was that I wanted to make a game like that one, but I wasn't sure if that was possible using these languages. I also wasn't sure of the name of this type of game, i.e. 2d? isometric? etc... and I also wasn't sure if it would be possible to make using unity, so thats why I made the thread :)

Share this post


Link to post
Share on other sites
The idea behind knowing what language it's made in, is to give me atleast in some way an idea of where to start, knowing the game was made in a particular language means, that it would be a good idea for me to start making my games in that language too and so on

 

 

Knowing what language a game was made in for this purpose means nothing. You can make that kind of game in just about any non-esoteric language. 

Share this post


Link to post
Share on other sites

Knowing the language that the game was written in and knowing the type of game are two separate questions.

 

 

The game looks to be a simple top-down sprite-based game. Just going by the video posted on their site, you could do this in C with just Windows GDI calls. Any modern game engine would be bored to tears with the simplicity of the game.

Share this post


Link to post
Share on other sites


I'm comfortable in c and c++

...

but I wasn't sure if that was possible using these languages.

 

any game can be made with C++.  its probably the only language that can claim that (other than assembly perhaps). other languages tend to have issues that make them unsuitable for particular types of games.

Share this post


Link to post
Share on other sites

any game can be made with C++.  its probably the only language that can claim that (other than assembly perhaps). other languages tend to have issues that make them unsuitable for particular types of games.


I think most languages are capable of creating most games. To create them with a good level of polish however and high definition graphics etc. requires more than your language itself as you need a way to write shaders and talk to the graphics card (which is hlsl or glsl) amongst a whole host of other language neutral stuff...

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Advertisement
  • Advertisement
  • Popular Tags

  • Advertisement
  • Popular Now

  • Similar Content

    • By Manuel Berger
      Hello fellow devs!
      Once again I started working on an 2D adventure game and right now I'm doing the character-movement/animation. I'm not a big math guy and I was happy about my solution, but soon I realized that it's flawed.
      My player has 5 walking-animations, mirrored for the left side: up, upright, right, downright, down. With the atan2 function I get the angle between player and destination. To get an index from 0 to 4, I divide PI by 5 and see how many times it goes into the player-destination angle.

      In Pseudo-Code:
      angle = atan2(destination.x - player.x, destination.y - player.y) //swapped y and x to get mirrored angle around the y axis
      index = (int) (angle / (PI / 5));
      PlayAnimation(index); //0 = up, 1 = up_right, 2 = right, 3 = down_right, 4 = down

      Besides the fact that when angle is equal to PI it produces an index of 5, this works like a charm. Or at least I thought so at first. When I tested it, I realized that the up and down animation is playing more often than the others, which is pretty logical, since they have double the angle.

      What I'm trying to achieve is something like this, but with equal angles, so that up and down has the same range as all other directions.

      I can't get my head around it. Any suggestions? Is the whole approach doomed?

      Thank you in advance for any input!
       
    • By devbyskc
      Hi Everyone,
      Like most here, I'm a newbie but have been dabbling with game development for a few years. I am currently working full-time overseas and learning the craft in my spare time. It's been a long but highly rewarding adventure. Much of my time has been spent working through tutorials. In all of them, as well as my own attempts at development, I used the audio files supplied by the tutorial author, or obtained from one of the numerous sites online. I am working solo, and will be for a while, so I don't want to get too wrapped up with any one skill set. Regarding audio, the files I've found and used are good for what I was doing at the time. However I would now like to try my hand at customizing the audio more. My game engine of choice is Unity and it has an audio mixer built in that I have experimented with following their tutorials. I have obtained a great book called Game Audio Development with Unity 5.x that I am working through. Half way through the book it introduces using FMOD to supplement the Unity Audio Mixer. Later in the book, the author introduces Reaper (a very popular DAW) as an external program to compose and mix music to be integrated with Unity. I did some research on DAWs and quickly became overwhelmed. Much of what I found was geared toward professional sound engineers and sound designers. I am in no way trying or even thinking about getting to that level. All I want to be able to do is take a music file, and tweak it some to get the sound I want for my game. I've played with Audacity as well, but it didn't seem to fit the bill. So that is why I am looking at a better quality DAW. Since being solo, I am also under a budget contraint. So of all the DAW software out there, I am considering Reaper or Presonus Studio One due to their pricing. My question is, is investing the time to learn about using a DAW to tweak a sound file worth it? Are there any solo developers currently using a DAW as part of their overall workflow? If so, which one? I've also come across Fabric which is a Unity plug-in that enhances the built-in audio mixer. Would that be a better alternative?
      I know this is long, and maybe I haven't communicated well in trying to be brief. But any advice from the gurus/vets would be greatly appreciated. I've leaned so much and had a lot of fun in the process. BTW, I am also a senior citizen (I cut my programming teeth back using punch cards and Structured Basic when it first came out). If anyone needs more clarification of what I am trying to accomplish please let me know.  Thanks in advance for any assistance/advice.
    • By Yosef BenSadon
      Hi , I was considering this start up http://adshir.com/, for investment and i would like a little bit of feedback on what the developers community think about the technology.
      So far what they have is a demo that runs in real time on a Tablet at over 60FPS, it runs locally on the  integrated GPU of the i7 . They have a 20 000 triangles  dinosaur that looks impressive,  better than anything i saw on a mobile device, with reflections and shadows looking very close to what they would look in the real world. They achieved this thanks to a  new algorithm of a rendering technique called Path tracing/Ray tracing, that  is very demanding and so far it is done mostly for static images.
      From what i checked around there is no real option for real time ray tracing (60 FPS on consumer devices). There was imagination technologies that were supposed to release a chip that supports real time ray tracing, but i did not found they had a product in the market or even if the technology is finished as their last demo  i found was with a PC.  The other one is OTOY with their brigade engine that is still not released and if i understand well is more a cloud solution than in hardware solution .
      Would there  be a sizable  interest in the developers community in having such a product as a plug-in for existing game engines?  How important  is Ray tracing to the  future of high end real time graphics?
    • By bryandalo
      Good day,

      I just wanted to share our casual game that is available for android.

      Description: Fight your way from the ravenous plant monster for survival through flips. The rules are simple, drag and release your phone screen. Improve your skills and show it to your friends with the games quirky ranks. Select an array of characters using the orb you acquire throughout the game.

      Download: https://play.google.com/store/apps/details?id=com.HellmodeGames.FlipEscape&hl=en
       
      Trailer: 
       
    • By khawk
      Watch the latest from Unity.
       
  • Advertisement