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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 would like to do something similar. But I am not sure if my way is a good way...
In my plan, I would display the startup image and then make the program sleeps for 1 seconds and then display the main menu
Shall I use the sleep function to hold the screen for a second?
If I want to use flash image instead of static image? Is it also feasible? What's the usual way to do something like this ?
I'm trying to set it up so that when I click on a character thumbnail, that character has its own music playing as well.
The problem is, when I click on a second character, I can't get the first character's music to stop playing.
So for the character2 thumbnail, I open up its actions panel and paste this code in:
var mySymbolObject = sym.getSymbol("Character1Music");
mySymbolObject.stop();
var mySymbolObject2 = sym.getSymbol("Character2Music");
mySymbolObject2.play();
I do this because I want the music for character1 to stop.
But when I click on the thumbnail for character2, while the music for character2 starts, the music for character1 doesn't stop!
I have two actions that I built. They have worked fine for the past several months to a year.. Now all of a sudden the action will not work when run on a batch but it will work when run on a single photo. any ideas? I'm not even sure where to begin to start trouble shooting this problem.
Thank you!!
I would like to press a button from an Adobe AIR application and execute some installed program. For example, I would have a button named "Start Winamp". When this is pressed it should start Winamp.exe directly...I don't want some command line thing executed, I only want an exe to start. Or...is it the same thing ? Please, let me know if this is possible.
How can I get a standalone Adobe Air/Flex application to restart itself?
It doesn't work with the suggested solution on: http://www.colettas.org/?p=267.
Any help would be great,
Thanks.
What makes a great CCG?
Why do/did they flourish in pop culture?
I've seen Pokemon and Magic used as the stand in for "successful game". Are these really good games or do they succeed because of the collectibles aspect?
Each time you by a pack of cards you are almost always gamboling in some way with CCGs, is that what makes them popular?
Was the Star-Wars CCG game popular because it was a good game or because it was Star-Wars?