So I've been looking at SDL and well...it looks kinda convoluted. It focuses on compatibility rather than usability, which isn't for me right now. What are some other (primarily) 2D game development libraries that you guys are familiar with? Let's talk about them.
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Choose your development library! Pros and cons, etc.
#2
Posted 09 April 2012 - 05:57 PM
Allegro 5. Because I'm a fanboy.
I seriously recommend it though, it's really capable and straightforward once you get past the most complicated tutorial which is simply setting up a timer via the Event queue, which you can learn to love or just forget about it. You can get pre-compiled builds for windows that are called monolith builds, which already have all the dependencies linked and you either link them statically or just using a simple DLL that isn't beyond 2-3 MB.
It's focused on all the aspects you need for a Modern 2D game, drawing and using 3D hardware acceleration automatically(either D3D or OpenGL), cross-platform(with iOS support and an Android port in the works I think), and I can assure you it's really easy to work with. For example, if you need to load a bitmap and draw a bitmap you simply do:
Give the manual a look and some examples as well. Setting it up is really easy and it just needs some easy setup code at first you don't need to remember at all. I can confirm from experience it's fast to develop with, as I've done some game entries for 72 or one week contests.
I seriously recommend it though, it's really capable and straightforward once you get past the most complicated tutorial which is simply setting up a timer via the Event queue, which you can learn to love or just forget about it. You can get pre-compiled builds for windows that are called monolith builds, which already have all the dependencies linked and you either link them statically or just using a simple DLL that isn't beyond 2-3 MB.
It's focused on all the aspects you need for a Modern 2D game, drawing and using 3D hardware acceleration automatically(either D3D or OpenGL), cross-platform(with iOS support and an Android port in the works I think), and I can assure you it's really easy to work with. For example, if you need to load a bitmap and draw a bitmap you simply do:
ALLEGRO_BITMAP *mybox;
...
mybox = al_load_bitmap("data/box.png");
// Handle if not loaded
if (!mybox) ...
...
// Draw the box to x=300 y=300
al_draw_bitmap(mybox, 300, 300, 0);
...
// Destroy it after you're done with the game
al_destroy_bitmap(mybox);
Give the manual a look and some examples as well. Setting it up is really easy and it just needs some easy setup code at first you don't need to remember at all. I can confirm from experience it's fast to develop with, as I've done some game entries for 72 or one week contests.
#3
Posted 09 April 2012 - 06:30 PM
He is asking for libraries other than SDL because its convoluted and you suggest Allegro? Dammit man yes its great but its a little barebones and requires more low level work.
How about the LOVE engine? It was used to make Not Tetris and Mari0 and appears to not only be pretty capable but multiplatform and fairly versatile. Runs on lua.
https://love2d.org/
http://stabyourself.net/
How about the LOVE engine? It was used to make Not Tetris and Mari0 and appears to not only be pretty capable but multiplatform and fairly versatile. Runs on lua.
https://love2d.org/
http://stabyourself.net/
#4
Posted 09 April 2012 - 06:38 PM
Well I've actually been looking at Allegro 5 already, but I wanted to expand my focus some. And I've heard good things about LOVE but there's one problem. It runs on Lua. I suppose I should have been more specific and said that I want libraries that use C or C++, rather than ones that use scripting languages!
#5
Posted 09 April 2012 - 06:46 PM
AerosolSP, on 09 April 2012 - 06:38 PM, said:
Well I've actually been looking at Allegro 5 already, but I wanted to expand my focus some. And I've heard good things about LOVE but there's one problem. It runs on Lua. I suppose I should have been more specific and said that I want libraries that use C or C++, rather than ones that use scripting languages!
Lua can bind
This post has been edited by Dario FF: 09 April 2012 - 09:06 PM
#7
Posted 09 April 2012 - 07:58 PM
edit: nvm don't trash. I can turn this into a useful post!
@Mercury: I like SFML too, but I can't find much documentation on it. That, and it's about to hit a major new version, so I'm not sure if getting to grips with it right now is such a good idea.
@Mercury: I like SFML too, but I can't find much documentation on it. That, and it's about to hit a major new version, so I'm not sure if getting to grips with it right now is such a good idea.
This post has been edited by AerosolSP: 09 April 2012 - 08:00 PM
#8
Posted 10 April 2012 - 04:18 AM
I don't have anything useful to add, but I approve of this thread. I've been putting together some ideas for a simple platformer style game and I'm not sure where to start with the coding aspect. I have a fairly tenable grasp of programming theory, and I think the only way I'm going to get more experience (aside from formal education) is through practical application of what I've learned. I figure I wouldn't be ill served using something like Game Maker to prototype some of my ideas, but I wouldn't necessarily want to rely on it for the 'real thing' as it were.
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