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So, I'm currently looking for an engine for 2D. I've tried Cocos2D but it's iOS only and I wouldn't like to rewrite everything into another language for Android (so, e.g. Java port of Cocos2d for Android is not an option). Instead, I want to write the code once and with least hassle deploy it on iOS, Android and possibly Windows Phone 7. I have both Mac and Windows.
Just to be more detailed, here are my requirements to the engine:
must be cross-platform
must be efficient
should be C++, Java, C# or Objective C since I'm comfortable with them and NOT Flash, Javascript, HTML5 since I am not a web developer
must have a large community, tutorials, additional libraries which cover most of the stuff you'd have when developing on iOS or Android directly (in-app billing, facebook etc.)
the final delivered package must be not too large
the engine can be free, but I also wouldn't mind paying a reasonable price
I've found the following engines:
Marmalade (and IwGame engine on top of it) - C++, found overall very positive reviews of Marmalade but not sure about IwGame. EDIT (March 2013): Looks like Marmalade SDK now includes Cocos2Dx and some in-built IDE which makes it much better (and costs $150 per year for indie dev which is ok with me).
Corona SDK - Lua (efficiency doubtful), also needs internet connection to compile code
Cocos2d-x - C++, received lots of reviews from developers, mostly positive and many think it's best for 2D
Particle code - Java+Eclipse, found no reviews or comments
Moai - Lua, coudn't find any reviews/opinions on it
Monkey engine - seems to have too few features
Haxenme - it's Flash, I've never used it and don't want to
use Unity3d but with 2D packages like 2D Toolkit
ports of SDL to Android (also here) and iOS - doesn't look to have much support or current development (?)
GLBasic - Basic language, I don't like it
playN - seems to be early in development (?)
Gamvas - HTML5, doesn't look like a mature engine to me
Ignifuga - Python, also doesn't look mature
ORX - not sure if it's still developed (?)
Construct 2 - reminds GameMaker, might be ok for rapid prototypes but definitely not for industry-level games
XNA and then port the game using ExEn (would need Mono Touch to port to iOS and Mono for Android to port to Android) - C#, and is probably more thought for folks coming from Microsoft products like xBox (I come from Android). Also, those Mono tools cost $800 in total for small developers
Impact - JavaScript, uses HTML5. I'm not much into JavaScript (e.g. preferred C# on Unity3d), also not sure about efficiency since it runs in the browser (?)
GameMaker - own scripting language GML and I actually remember this one as a tool for non-programmers. Has it actually grown into a real engine, I mean for serious development?
AppGameKit - C++, yet seems to be still pretty new. Haven't found any reviews on it
use Cocos2D and Objective C to develop for iOS only and then make an APK for Android out of it using Stella SDK. Has anyone done this? I'm pretty sure there will be limitations, and how about Google's in-app billing, AdMob and Facebook integration on Android?
Moscrif - JavaScript, looks like it's more for former web-developers
Starling - Flash 11, i'm not much into Flash
ND2D - not yet 1.0, does it have many features?
So, I'd be happy if you could comment from your experiences with the engines and suggest which one in the list (or anything else that I've missed) is the best for the described requirements. I also may be wrong with my first impressions about some of the engines.
I'm currently thinking of Marmalade+IwGame as the best option but since I don't have much info about Cocos2d-x and Particle code, I am not really sure about it.
Thank you!
I am using some high resolution icons as images. However when they render on screen, all of them gets slightly pixelated and don't look good on screen. I tried it with different sizes of icons but it was of no use.
Can anyone suggest where i can be going wrong and what can be the best way to take care of these things. I am new to game programming so any help would be appreciated.
none of them worked...
and some of them i could not understand..
how do i debug it on my nexus 4...using usb or remote debugging
i tried publishing from flash pro cc and flash cs6..
i am a complete newbie i am 14 .. i have been working on this app for 1 month now..
and i need to know how to publish it..
i appreciate your replies..
First I'm not a Flash developer, I'm asking this question to help another group trouble shoot a problem. While I know this sounds dumb, I need an official answer to they can close this solution as some type of an option to solve this problem.
I was given several swfs from an elearning course in hopes that they could someone be put into Captivate and wrapped for an LMS. Apparently the Flash developer isn't able to code these files for the LMS (weird yes, but not my task in this problem) In looking at the swfs I was given they all say they were created using AS2 and of course, Captivate only supports AS3.
Short of redoing the Flash files in AS3 is there any other way to take something written Flash using AS2 and output it to a swf that is AS3?
Thanks for indulging me with your time.
Hello!
I am currently working on a school project and we need to unwrap it in a way so that we can get the most out of our textures. However the workflow I have now is very slow.
What I need to do is give each Square face their own UV space. When I use normalize (Under Edit UVs) I get a perfect face unwrapped in the 0 to 1 space, however when it comes to triangulated faces it gets messy. Then my workflow has to change into - Planer mapping Y - Unfold it to remove some stretching and then fit it (by hand) in the 0 to 1 UV space.
Does anyone know a better way of doing this? (My teacher spoke about a script however I haven't been able to find one and my Python nor Mel is good enough to create such script :c)
It would be create if someone could help me with this, it'll be a time saver for sure.
Thanks!
I posted the below question in the InDesign section as I'm using INDD to generate the SWF file to run in Flash. Nobody in InDesign has addressed. I'm wondering if I'm able to get the timeout function I'm looking for to work in an InDesign-generated SWF file or MUST I bring this into Flash.
I'm fairly new to Flash for Indd , but been using Indd for years. I have a SWF I've built, a simple page flip interactive Based on multistage objects and buttons. The doc is three pages. The first is the "attract screen" that invites users to it and gives a little information. It's the page I want the SWF to return to after 3 minutes of inactivity on page 2-3. Page two and three have the multistate objects and all the content of the interactive.
I'm having trouble figuring out how to have the SWF return to page one on its own.