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I've been working on a side project for some time now, a simple tile engine developed in Actionscript 3 using the Flex framework. It started as a distraction from work, but I have since been looking for alternative languages because AS3 is (obviously) extremely limiting. I'm not trying to do anything too crazy, just simple 2D stuff (similar to the likes of Cave Story but not to that standard.) I looked around on the web and it seems Python is a good start (since I am a mac user) but I was wondering if anyone has any other suggestions?
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# ¿ Jan 10, 2008 14:44 |
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# ¿ May 7, 2024 14:47 |
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Twiggy794 posted:Even though you've probably burnt yourself out on AS3 while using Flex, you can do some pretty powerful things with AS3 if you use Flash. I write Flash/Flex children's software at work right now, and we've managed to do some semi-3D tile based stuff using Flash as our client frontend. We stuck with Flex for administrative tasks though. I actually have no idea why I typed Flex because I primarily used the Flash IDE. Out of interest, do you have any projects you can show me? My tile engines always seem sluggish but I am more than willing to admit it's probably because I code them badly. (Although the last project only used two movieclips, the rest was all copypixels!)
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# ¿ Jan 10, 2008 16:32 |
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Is there a XNA alternative for mac development? I'm really into making simple 2d games and have been dabbling in AS3 and Python, but I'm looking for something a little more powerful. I'd also prefer something which could be used on both Mac and Windows after being compiled.
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# ¿ Jul 6, 2008 23:39 |
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My only real gripe with using Java is that performance is always going to be an issue and I'm not the most advanced coder in the world. It seems that Java / Flash / Python are my only real option for Mac development though.
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# ¿ Jul 7, 2008 13:10 |
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When I say 2D game, I mean everything will be sprite / pixel based. I assume Unity is not good for things like that.
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# ¿ Jul 7, 2008 17:33 |
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Thanks guys, sorry for the lack of specifics in my question. I'll give pyGame a try.
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# ¿ Jul 7, 2008 22:54 |
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I was just wondering if anyone could spread some light onto Unity for me. Costing aside, I was really blown away by what they were able to create inside a browser at reasonable download speeds. The engine supports multi-platform deployment, physics and all kinds of amazing stuff. That said however, I haven't come across a single site which uses the unity web player or even seen any indie projects which utilize the engine. I was wondering if someone help shed some light onto why no one has really adopted it yet, or is it literally because it's so darn expensive?
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# ¿ Aug 8, 2008 23:56 |
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Tolan posted:Can only speak from my own experience, but: Thanks a lot for this detailed response Tolan. It does seem that the major issue is with the price. (I am Mac based, so no problems there. Source control doesn't really phase me that much either.) It's certainly worth downloading the trial version at least I suppose, thanks again for you reply!
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# ¿ Aug 9, 2008 00:12 |
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So, Unity3D indie is free now. I've been using it a lot as of late and I definitely recommend checking it out. Has anyone managed to make anything cool with it yet?
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# ¿ Nov 11, 2009 18:52 |
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I've been trying to put together some kind of action based platformer for a while now, and I'm really stuck as to which engine I should use. It started out as a flixel project, but Flash really can't handle the kind of things I want to do. After that, I tried out pygame and some of the libraries associated with 2d gaming. It's nice but I ran into the same performance problems I encountered with Flash. As the game progresses, I'm very keen to start using high res backgrounds so I definitely need an engine with a little more grunt. I've tried Torque2d, which is terrible, as well as attempting to modify Unity which isn't really engineered with 2D games in mind (it's annoying having to model 3d objects for a simple platform.) It seems to me the only real way to get the performance I want is to either build something for scratch. Does anyone know of any other engines out there I could try? XNA is probably right for what I need, but I'd like the game to be multi-platform if possible. I don't mind learning a new language if there is a particular framework out there which people can recommend. Hanpan fucked around with this message at 13:24 on Feb 19, 2010 |
# ¿ Feb 19, 2010 13:12 |
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Scaevolus posted:Have a look at Pyglet & Rabbyt. Isn't Python similar to Flash in regards to performance? I'd really like get some parallax scrolling on the go and all sorts.
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# ¿ Feb 19, 2010 13:38 |
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Evil Trout posted:Did you find that Flixel couldn't handle parallax scrolling? I'm using it for a small project and I have 4-5 layers of parallax at 60fps. Depends on the size of your project and the complexity of your bitmapData. 2 layers were pushing it at 800x600.
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# ¿ Feb 20, 2010 11:13 |
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Does anyone have any recommendations for 2d physics with XNA? I think someone here recommended Farseer, but it doesn't seem to get updated very often. It's a shame that there is no direct implementation of Box2D
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# ¿ Mar 10, 2010 18:06 |
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Scaevolus posted:http://code.google.com/p/box2dx/ ? Awesome, I'll give this a go. For basic 2D platformer physics, do you think this might be a bit overkill?
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# ¿ Mar 14, 2010 11:54 |
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In case anyone cares, the guys at Unity have published a new tutorial which is actually really decent: http://unity3d.com/support/resources/tutorials/car-tutorial Anyone working on a Unity megathread? I'd love to get one going. Hanpan fucked around with this message at 16:08 on May 4, 2010 |
# ¿ May 4, 2010 15:25 |
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Anyone have any idea what kind of language developing something like Super Meat Boy would be best suited to? I've seen a lot of those kind of games recently and I'm keen to know what powers it.
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# ¿ Oct 26, 2010 14:32 |
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haveblue posted:I think SMB started out as a Flash game before it was remade for Xbox. Any of the major languages can do a 2D platformer, but Flash is probably faster and easier for that specific sort of game. Yea the prototype was a Flash game from what I remember. I'm just wondering what they actually used for the final production because its really solid.
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# ¿ Oct 26, 2010 16:45 |
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So I'm trying to find a decent 2D engine / framework to learn that is capable of creating games like Super Meat Boy or Dustforce. I'm avoiding XNA because I want to be able to develop on a mac and export to multiple platforms but Pygame just doesn't have the performance I am looking for. It seems SDL is fairly decent but is there some kind of framework that has physics, sprite management and such ready to go? I'm not sure I can stomach having to start completely from scratch. I also looked into using Construct 1 as I've heard it's quite capable but it appears to of disappeared with the dawn of Construct 2.
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# ¿ Mar 24, 2012 23:34 |
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Yea my main tool is Unity and I absolutely love it. That said, no matter how many plugins you throw at, it's still primarily a 3D game based engine and the workflow for 2d games is kind of daft. Perhaps I should give Pygame another shot, it's always seemed really slow to me, kind of like how Flash games 'feel'. Does it perform just as well as SDL would? I honestly didn't realise it was just a wrapper. Thanks for the suggestions. Edit: ^^^^^^^^^ Woa that looks really great, just what I was looking for! Thanks. Hanpan fucked around with this message at 23:53 on Mar 24, 2012 |
# ¿ Mar 24, 2012 23:48 |
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Gordon Cole posted:Isn't SMB written in flash? Binding of Isaac is definitely flash and I'd say it's "action-y". You also don't need a dedicated IDE like FlashDevelop to write ActionScript, you can easily do it in something like TextMate. They prototyped it in Flash and put it up on Newgrounds I believe. I think that might be why some people think it was made in Flash. It really sucks that LOVE exposes all your code, perhaps I should spend the time learning SFML as it seems pretty decent and works with XCode. And yes, I know what Flash is capable of, I've been making games with it for years. I just want to try something new and ideally more powerful. Hanpan fucked around with this message at 14:10 on Mar 25, 2012 |
# ¿ Mar 25, 2012 14:08 |
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Hughlander posted:Since it hasn't been mentioned yet, I'll throw my hat in the ring with my latest favorite... LibGdx Hey, just wanted to say that I ended up giving this a go and it's loving awesome. I like how similar it is to Processing and Canvas (if you choose it to be, that is) and how easy it is to integrated with Tile Map Editor. I wonder if there is any way of getting it to work with XCode, I never really liked Eclipse on Mac.
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# ¿ Mar 26, 2012 23:03 |
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Not sure if anyone here can help me. I've been playing around with libgdx and having a whale of a time. I've never really used Box2D and I'm trying to figure out how to handle "triggers" (I think they are called "sensors" in Box2D?) for when my player colliders with pickups. I want the pickups to have bodies as I need them to collide with the environment but what I'm trying to do is make it so when the player collides with them (who is also a body), an event will fire before any collisions are calculated so the player can walk through them without a hitch. I -think- what I am suppose to do (from what little I can gleam from blogs and such) is attach a sensor fixture to the body of my pickup game object which hopefully will fire a collision event before anything is calculated. Can anyone confirm if this is the right way of doing things?
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# ¿ Apr 8, 2012 20:05 |
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Thanks for the help. It sounds as though I was on the right kind of track and it certainly seems to work ok. Kind of annoying having to attach a sensor to each pickup but whatever. For reference, I found this post to be particularly helpful in configuring Box2D collision layers: http://www.aurelienribon.com/blog/2011/07/box2d-tutorial-collision-filtering/
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# ¿ Apr 9, 2012 01:52 |
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Does anyone know if it's possible to listen for Box2D collisions using libgdx? I have an object with a sensor body attached and I want to be alerted to any collisions that happen on that particular body. I love libgdx but the documentation is awful at best.
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# ¿ Apr 15, 2012 20:23 |
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So I'm to work out how to handle game entities, such as objects, monsters, etc. Currently, I have a XML file that I am using to construct my level geometry and I want to use it to load the other entities too. An example node might look like this:code:
Sorry, I'm a retard. I am using Java with Libgdx \/\/\/\/\/\/ Hanpan fucked around with this message at 19:08 on Apr 28, 2012 |
# ¿ Apr 28, 2012 17:39 |
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mmm11105 posted:Does anyone know of something XNA like (provides good easy to use 2d graphics functions, native code, hardware accelerated, good programming language), but that works cross platform (specifically on mobile(iOS, Android))? Someone in this thread turned me onto LibGDX and I've since become a convert. It ticks all the boxes for 2D game dev and after battling with Unity for ages, it just feels so good to use a 2D specific physics engine. The documentation is pretty lovely but if you don't mind digging around, it's a very rewarding engine to work with. It definitely supports to Android and I -think- there is a wrapper out there for converting the applets to iOS but I may be wrong.
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# ¿ Jun 6, 2012 22:59 |
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Are there any shader buffs itt? I'm struggling to find an answer to what I'm hoping is relatively simple problem. I'm basically trying (in Unity) to create a shader that flattens anything beneath it. The goal is to create a plane that acts as a sheet of water inside of an isometric environment. Playing about I managed to create the inverse of what I want, but nothing I seem to do inverts the effect: Is there a generic term for this type of shader? It's hard to research when you have no idea what you're looking for!
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# ¿ Sep 5, 2014 17:01 |
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OneEightHundred posted:For this type of thing, you only need depth test, and the problem in this case is probably that the depth test is the reverse of what it should be. Obsurveyor posted:If I understand correctly, one way to do it would be to set the stencil buffer when you render the water. Then you render the objects with a two pass shader, one for stencil pass, one for fail. When it passes the stencil comparison, your object shader does its normal thing. When it fails the stencil comparison, you render red(using your example) or whatever. You'll also need to make sure you render your water before the other things in your scene. The stencil buffer is Pro only until Unity 4.6. Hmm - I guess the issue here is going to be making it work on mobile. Feel like I must be missing a trick here, or at least the terminology to describe what I'm after, because you see this kind of thing quite a lot in games like Fez and Monument valley.
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# ¿ Sep 5, 2014 19:46 |
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Obsurveyor posted:
Basically this exact effect: http://imgur.com/mfn5Q0O See how the water turns the building a flat colour? That.
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# ¿ Sep 5, 2014 21:42 |
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dupersaurus posted:Do you really need a shader to do that? Not that shaders aren't cool, but you could do the same with unlit geometry set to some color. I'd like it to be a shader, as not shown is how the water level rises and falls.
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# ¿ Sep 5, 2014 22:14 |
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Anyone have any idea how to go about creating water "foam" where the water intersects with geometry? Monument Valley did it really well: Considering the water moves up and down and the effect still stands, I'm assuming it's done with one of the following: a) Some kind of shader that uses a camera depth texture or something to detect intersections b) An script that detects intersections and draws a foam mesh around the edges c) Spooky voodoo magic I've spend ages scouring but can't seem to turn up much. Anyone got any thoughts? Hanpan fucked around with this message at 19:22 on Sep 12, 2014 |
# ¿ Sep 12, 2014 19:18 |
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# ¿ May 7, 2024 14:47 |
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Shalinor posted:Ho ho I'm smart. Both sound good. I've got to get this thing running on mobile so I guess it comes down to whichever method performs best. I'll see if I can figure it out and post the results for science.
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# ¿ Sep 12, 2014 20:32 |