• Advertisement

Impression, a C# cross platform game framework to create 2D and 3D games

Recommended Posts

Hi all,

I just released "Impression", it is made with pleasure but serious, a C# cross platform game framework to create 2D and 3D games.

Impression runs on all majors desktop and mobile platforms. Currently, supported platforms are windows, universal windows platform (Windows Store App, Mobile, IoT, Team, Holographic, and Xbox One), Mac/OSX, Android, iOS, and Linux. Everything you need like data driven, content pipeline, graphics, input, audio, media, and animation to create awesome game, realtime application, or interactive media can be done with Impression.

Please see impression.id for more details and https://patreon.com/impression

-- pratamabayu

Thank

Share this post


Link to post
Share on other sites
Advertisement

I currently don't have use for a 'framework' such as this or I'd try it out.

Might I suggest though, you take a look at a couple other engines out there, say Unity, GODOT, and maybe even Gamemaker Studio(just for comparison on the 2d side).  I suggest you take a look at the feature set they have, in Unity's free version, GODOT(free), and maybe Gamemaker, and see if your engine has something to offer that none of the others have.  I don't know your engine, but from what little I saw, the only thing in general it has totally different is the idea that it is a "framework" more than an engine.  If you intend to have to be a nice flagship feature, maybe advertise it, and go into more detail what it means and how it compares to other engines accordingly.  Also, if you have other features that your competition does not, give them the same treatment.

Share this post


Link to post
Share on other sites

Seems to be very close in resemblance to XNA and Monogame. Is this by design? I could see it being beneficial as Monogame is very popular in the C# world.  

Also I know that it is new. But the documentation on your site stops at SpriteFont. Not sure if you just haven't gotten any further or if there is a problem. 

Share this post


Link to post
Share on other sites
On 6/21/2017 at 0:03 PM, kburkhart84 said:

I currently don't have use for a 'framework' such as this or I'd try it out.

Might I suggest though, you take a look at a couple other engines out there, say Unity, GODOT, and maybe even Gamemaker Studio(just for comparison on the 2d side).  I suggest you take a look at the feature set they have, in Unity's free version, GODOT(free), and maybe Gamemaker, and see if your engine has something to offer that none of the others have.  I don't know your engine, but from what little I saw, the only thing in general it has totally different is the idea that it is a "framework" more than an engine.  If you intend to have to be a nice flagship feature, maybe advertise it, and go into more detail what it means and how it compares to other engines accordingly.  Also, if you have other features that your competition does not, give them the same treatment.

Hi @kburkhart84, sorry for late response.

Impression is not a game engine, just a framework. It is designed so that users can create their game engine, freely and as needed.

Share this post


Link to post
Share on other sites
1 hour ago, Spool said:

Seems to be very close in resemblance to XNA and Monogame. Is this by design? I could see it being beneficial as Monogame is very popular in the C# world.  

Also I know that it is new. But the documentation on your site stops at SpriteFont. Not sure if you just haven't gotten any further or if there is a problem. 

Hi @Spool,

Yup, I'm fan of XNA. Impression was designed like XNA 4.0 API, but only partially adopted, please take a look the FAQ.

The last month, I was busy with other things. I hope to finish the basic documentation and launch discussion (forum) soon.

Have you tried Impression?. Tell me if you have trouble using it.

Share this post


Link to post
Share on other sites

I have been using xna and monogame for a few years now and i am curious about this. Are you able to boast any improvements or anything? Monogame is open source and it seems like this is redundant unless there is some major overhead difference that I'm not aware of.

Share this post


Link to post
Share on other sites

Hi @kostile, sorry for late reply, I was preoccupied with teaching activities in the last few weeks .

I'm glad you've experienced with XNA and Monogame, so it should be easy if you try Impression.

Impression offers:

  1. Built-in animation system in Impression.Animations assembly, see more example-07-skinnedmodel.
  2. Texture atlas content pipiline and break it to individual sprite, see more example-03-sprite.
  3. A command based (ProjectBuilder) to generate cross-platform game project, see more.
  4. Auto scale screen resolution in Android and iOS, just set your fixed resolution then Impression scale (stretch) to native resolution without lost your fixed resolution and input data.
  5. Built-in any sensor inputs including Gyrometer, Magnetometer, Accelerometer.

Impression has just had a dedicated forum and Impression 0.9.5 just released, see more the announcement.

Please visit http://impression.id

Edited by pratamabayu
Missing links

Share this post


Link to post
Share on other sites

  • Advertisement
  • Advertisement
  • Popular Tags

  • Advertisement
  • Popular Now

  • Similar Content

    • By Terry Jin
      Hi everyone! 

      I am from a team that has received funding and is ready to create the next generation 2D Pokemon-inspired MMORPG called Phantasy World. This ad is for a volunteer position but could transition into something more. Our vision is to create a game that draws inspiration from the series but is dramatically different in both aesthetics and gameplay as the work would be our own original work. We are hoping that you can help us make this a reality. Currently we have 4-5 full timers on this project and would love it if you could join us!

      We are looking for game developers familiar with the unreal engine and would be happy to work on a 2D top down game. Sprite artists are also welcome as we are in desperate need of talented artists! Join our discord and let's have a chat! https://discord.gg/hfDxwDX

      Here's a teaser as to what our in game characters look like when moving in the game world! Hope to see you soon!

    • By Tea's Jams
      I'm not a beginner per se, but I don't see an introduce yourself section, so I figured this was the best place for this.

      I'm an Indie Game dev, I have had one finished game place well in a Jam and consider myself primarily a writer. I also have a YouTube channel where I review mostly game jam entries for the various game jams held throughout the year, but I enjoy playing all kinds of indie games regardless. 

      If you would like to see some of the games and jams I've covered, please feel free to check out my channel

      Here's a link to my latest vid, this game was STELLAR


      EDIT* I see now I should have put this in Announcements, sorry guys!


      .
    • By tomcalm
      So I've decided to make a multiplayer mod for dark souls, the idea was to cut a lot out of the game and make a multiplayer 5v5 or 3v3 with Stat and Item presets so the player could just go in with out the steep learning curve. 
      I have no experience what so ever. But a lot of time and patience.
    • By nickyc95
      Hi.
      I'm kind of late to this party but I thought I would ask anyway as I haven't found a concrete answer.
       
      When creating a game engine, when should you choose one methodology over another (more specifically OOP and DOD)? Which areas benefit from DOD? Which areas benefit from OOP? Do people typically mix multiple methodologies throughout a project? I.e. certain sub-systems created in one, and others in the another?  
      DOD - Data Oriented Design
      OOP - Object Oriented Design
       
      Pretty simple
      Thanks
  • Advertisement