Wanted to throw something out there ... as in does anyone else want this?
- Cocos2d-x: I used this the last time I wrote a game but it has gotten soooo bloated and soooo poorly documented and just soooo gross
- a new one, Oxygine, which looks good but is just by literally one guy and is super-duper immature -- I posted a question in its forums asking for pros/cons of Oxygine vs. cocos2d-x and it took three days to get a superficial response, etc.
- Torque2D: I never used it. Someone at work said "he didn't recommend it" and it does seem super heavyweight and geared toward a workflow in which you make a platformer using a GUI level editor. My games tend to have weird constraints and don't conform to genres like "platformer" or whatever so I am philosopically opposed.
- Marmalade: looks great but is a commercial product if you want to support Windows desktop and has to be ad ware otherwise. Not willing to pay $500 for an indie license for a game that will probably make approximately 0 dollars.
- expose a hardware abstrction layer for user input, sound/music, and graphics.
- implement a simple sprite hierarchy and expose a stage/scene graph, basically a tree of sprite base class things that get drawn every iteration of the game loop.
- expose loading of sprites from sprite sheets w/ batched sprite rendering.
- manage memory via std::shared_ptr<T> et. al. rather than some adhoc leaky looking crap that no one understands like Cocos2d-x.
- possibly expose an (optional) actions/transitions mechanism via C++ std::function<T>'s / lambdas.