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Best 2D Game engine

Name: Anonymous 2006-06-20 15:47

Looking to make a DM-esque platform game.  I was just wondering if there's a freeware indie game engine that you don't have to pay for.  I've already looked at spritecraft, and I tried to use it for a while until I realized it was bullshit in it's complexity; looked at PTK, and was amazed by it's simplicity in comparison.  However, you have to pay for it, like, 200 dollars.  This is a hobbyist game, I don't want to sell it or have to pay to make it. 

So, any response?

Name: Anonymous 2006-06-20 16:01

...um... is Abuse open-source yet?

Abuse was fucking awesome.

You probably need to wrap your mind around LISP, though, if you wish to script anything.  It's not as hard as you think.

Name: Anonymous 2006-06-20 16:38

>>2
Script?  I'd think that I'd just make up some strings that mean certain things, have a function to decode them and call up the various functions they represent, and I'd be done.  Sort of like doukutsu monogatari does...

Name: Anonymous 2006-06-20 18:24

No, I mean the Abuse engine uses its own dialect of LISP to script its events and actors.

Name: Anonymous 2006-06-20 19:05

1. get "clanlib"
2. ????????
3. PROFIT!

Name: Anonymous 2006-06-20 19:37

>>5 has the right idea.

Name: Anonymous 2006-06-20 23:55

>>5
What makes it so awesome?

Name: Anonymous 2006-06-21 3:30

>>5-6
I'm interested in knowing why is it so good

Name: Anonymous 2006-06-21 8:48

>>8
just look at some source-samples. you'll understand then.

http://clanlib.org/docs.html

Name: Anonymous 2006-06-21 13:08

Of course, clan lib is like 8 megabytes, whereas PTK or CRM32Pro are at most two...

Name: Anonymous 2006-06-21 13:14

AND WHY THE FUCK CAN'T I GET ANY OF THE FUCKING ENGINES TO COMPILE? 

Name: Anonymous 2006-06-21 13:19

SERIOUSLY, IT'S ALWAYS SOMETHING, FROM
LINK : fatal error LNK1104: cannot open file 'uuid.lib'

TO THE MOST FUNNEST OF ALL:
error C2440: '=' : cannot convert from 'INT_PTR (__stdcall *)(HWND,UINT,WPARAM,LPARAM)' to 'DLGPROC'
        This conversion requires a reinterpret_cast, a C-style cast or function-style cast

I'm using their project files, their examples that they provide.  They should just be able to open up in visual studio and go.  But they don't.  What the fuck.

Name: Anonymous 2006-06-21 14:16

Name: Anonymous 2006-06-22 0:02

>>12
smells like "wrong version of visual c++". MS broke random shit like that between every version.

Name: Anonymous 2006-06-22 0:51

>>13
ew

Name: Anonymous 2006-06-22 0:55

>>15
almost every game maker game I've seen has been lame.  That and, it's got about a million people trying to make games who never finish them.

Name: Anonymous 2006-06-22 3:01

>>12
gcc lol

Name: Anonymous 2006-06-25 15:04

When you say game engine, do you mean something to program with.  If so, I'd recommend either:

1) Allegro.  The best library for n00bs, with nice documentation (though I found the sample programs suck).  Pick up Harbour's book if you're like me and prefer books to documentation.
2) SDL (Simple Direct Media Layer).  Much more powerful than Allegro.  I use it now after spending a few months getting used to Allegro and realizing that some simple things were just much easier to do in SDL (i.e. Fonts). 

There is DirectX, but it's not multiplatform and quite frankly it's much harder to pick up than either of my suggestions.  OTOH, there is much more support out there for DirectX.

Name: Anonymous 2006-06-25 15:20

SDL + OpenGL.

Name: Anonymous 2006-06-25 16:25

>>18

DirectX manages a bunch of shit (like network and everything) asides from graphisms, so SDL (and Allegro for beginning like you suggested) will be sufficient.

Name: Anonymous 2006-06-25 22:07

Find an opensource game most close to your game and take it

Name: Anonymous 2006-06-25 22:49

Much more powerful than Allegro.

How so?

Name: Anonymous 2006-06-26 4:21

>>18
link/more info about this "harbour" and his book, please

Name: Anonymous 2006-06-26 5:19

>>22
Allegro sucks, everything's more powerful than Allegro anyway...

Name: Anonymous 2006-06-26 6:38

SDL FTW

Name: Anonymous 2006-06-26 7:28

I found Allegro to be a simple and fast means to put together 2D games. What does SDL offer that Allegro does not?

This is a serious question. I'm interested in hearing from people who have used both to make something non-trivial. Bonus points if you link to the projects you developed.

Name: Anonymous 2006-06-26 8:42

>>26
What does SDL offer that Allegro does not?
Cleanliness and stability, especially for things like DGA. I was going to use Allegro for something, but I found it rather unstable and behaving strange in X. SDL always seems to behave just fine in Win32 and X.

Name: Anonymous 2006-06-26 14:09

>>21
Tried that.  His code was incomprehensible, and seemed not to have a wy to limit FPS.

Name: Anonymous 2006-06-26 14:11

What about CRM32Pro?  It's based on SDL, it just provides a frontend for certain things specific to game programming.

http://www.megastormsystems.com/

Name: Anonymous 2006-06-27 16:45

Just go with SDL or Directx. Easy to use, plenty of help around.

Name: Anonymous 2006-06-27 16:52

SDL + OpenGL.

Name: Anonymous 2006-06-27 20:15

Clanlib, unless you like reinventing parts of the wheel for the 5,000,000th time.

Name: Anonymous 2006-07-02 9:12

>>32
lol

Name: Anonymous 2006-07-02 13:23

>>33
but he speaks the truth. clanlib makes your life easier.

Name: Anonymous 2006-07-03 5:17

>>34
lol

Name: Anonymous 2006-07-04 15:13

>>31
OR
>>32

Most of the games I play (Kenta Cho's games [http://www.asahi-net.or.jp/~cs8k-cyu/index_e.html] and Hello World Project's games [http://homepage2.nifty.com/isshiki/prog_win_d.html]) are programmed in Digital Mars D using SDL and OpenGL. And their games rock.

Name: Anonymous 2006-07-04 15:14

>>36
Oh yeah, digital mars's D website: http://www.digitalmars.com/d/index.html

Name: Anonymous 2006-07-05 12:17 (sage)

D is YetAnotherCLikeLanguage.

Name: Anonymous 2006-07-07 12:40

How does SDL compare to GLUT?

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