To develop a small game.
Problem is, I don't want to do it in BYOND.
I'd prefer some kind of framework with multiplayer support.
2D, with some basic tile editing and mapping tools?
Networking support and sound support is a must.
Anyone got any ideas?
I don't really care what programming language it is in (C++, Lua, Python (preferred))
ID:278301
![]() Feb 5 2010, 10:00 pm
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![]() Feb 5 2010, 10:59 pm
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Allegro could be useful, maybe. I've never used it and no nothing about it, but *shrug*.
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Perhaps it would be better to figure out how to program my own engine? I wouldn't even know where to start through (in Python) It would need to have basic networking support, 2D Grid (32x32), and some way to design an interface (the interface controls would probably be on the map itself)
Hmm... |
Maybe NetGore? It's written in C#/XNA and looks relatively simple to use, but it's also pretty new and is a little challenging to set up.
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Do it with LÖVE. Definitely.
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Ryan P wrote:
Do it with LÖVE. Definitely.Looks really neat. Would somebody need to download anything to use it? Do you have anything u've made/are making with it? Any tips? |
You need to download the software at http://love2d.org/download to be able to develop games, but LÖVE can package itself with games such that the user doesn't ever need to bother with it.
I'm making a SYNSO parody with LÖVE. Rather than playing as the intrepid fighter, you decide where the baddies spawn and watch as he blows them up. Watch for SYNSO: The Tides Turn. ^.^ My tip is to read up on Lua first, then dive into the LÖVE documentation. |
Flame Sage wrote:
Perhaps it would be better to figure out how to program my own engine? so you have a year to kill, instead of a few weeks-to-2 months to use BYOND (which has all your original post requirements) to make that game? someone needs a reality check! :) |
digitalmouse wrote:
Flame Sage wrote:The reason I don't want to use BYOND is because I want to learn a language (C++, C#) that will have baring on the real world. |
Why not build a framework from DirectX or OpenGL then implement WinSock for multi-player, and FMOD for sound?
These can be done in C++, DirectX is used by a majority of the game industry, WinSock most likely is as well, haven't see any alternatives for networking, and FMOD is also commonly used other then building your own and wWise. It's what I'm doing, except I built myself a network library to implement into my DirectX framework, and eventually will add in FMOD. Of course, it can be time consuming as you have to learn these. There's good tutorials on DirectX that I've used to develop the framework in a day, or less, never really looked into developing an OpenGL framework. FMOD you might have troubles with starting off, while WinSock you can look into Programming Multiplayer Games by Andrew Mulholland and Teijo Hakala, and Multiplayer Game Programming by Todd Barron. |
Or you could just use the SDL, get graphics, networking, sound, and other stuff, and it's also cross-platform.
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I think I'll be going with this...
http://www.clanlib.org/ ClanLib is a cross platform C++ toolkit library. Essentially the library offers a series of different functionality under a streamlined API. Its primary focus is on games, although not limited for that usage only. * Very liberal BSD style license * Supports Windows, Linux and Mac OS X * OpenGL 3, OpenGL 1 and SSE Software Rendering * High-performant shader based render architecture * Full GUI framework customizable using CSS * GUI windows rendered to textures or native windows * High level 2D graphics with fonts, sprites, animations, collisions * Network library with sockets, web, irc and game interfaces * Database supporting SQLite * Sound supporting wav, tracker formats and ogg-vorbis * Basic cross platform runtime (threading, file I/O, XML/DOM, etc.) * Template based signal library (type-safe callbacks) * Integrated resource management |