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May 23, 2013, 05:23:05 AM
TIGSource ForumsDeveloperTechnical (Moderators: Glaiel-Gamer, ThemsAllTook)C#, C++ or Actionscript?
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eigenbom
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« Reply #15 on: April 14, 2012, 07:12:48 PM »

Two other options for 2D games you should seriously consider are:
Lua and Love2d
Python and Pygame

Love2d is the new kid in town and Pygame's been around for yonks. Both Lua and Python are fairly simple to get into to.
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BlueSweatshirt
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« Reply #16 on: April 14, 2012, 07:37:55 PM »

I hear great things about LOVE. (  Kiss )

Also: aside from a display of tech I don't think people actually use AS3 outside of the context of Flash, because that is what Adobe made it for. So if you're using AS3 you're probably using the Flash IDE or the Flex SDK, which includes all of Adobe's libraries plus whatever you decide you want to use.
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Sato
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« Reply #17 on: April 14, 2012, 07:45:01 PM »

Two other options for 2D games you should seriously consider are:
Lua and Love2d
Python and Pygame

Love2d is the new kid in town and Pygame's been around for yonks. Both Lua and Python are fairly simple to get into to.
I could never get into Python (or PyGame for that matter).
Have no idea about Lua though.

I hear great things about LOVE. (  Kiss )

Also: aside from a display of tech I don't think people actually use AS3 outside of the context of Flash, because that is what Adobe made it for. So if you're using AS3 you're probably using the Flash IDE or the Flex SDK, which includes all of Adobe's libraries plus whatever you decide you want to use.
I've been trying using FlashDevelop, which comes with the Flex SDK, unfortunately, most tutorials seem to only use the Flash IDE, which makes actually learning anything quite hard.
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« Reply #18 on: April 14, 2012, 07:47:28 PM »

Quote
Apparently it has something called UnityScript, which is similar to Javascript and Actionscript (It's ECMA based) but I don't really know...

Correct. UnityScript is a dialect of JavaScript, my understanding is that it basically adds a lot of features to JS that are native to C# already (typesafety etc). I'd recommend starting with Unity3d and C#.
Learning C# is a great way to learn object oriented programming principles, which will help you with learning other languages later (such a Java, C++, AS3). It's a nice, but strict, language.

There are a few very comprehensive tutorials that I'd recommend here: http://catlikecoding.com/unity/tutorials/
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« Reply #19 on: April 14, 2012, 07:50:29 PM »

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Apparently it has something called UnityScript, which is similar to Javascript and Actionscript (It's ECMA based) but I don't really know...

Correct. UnityScript is a dialect of JavaScript, my understanding is that it basically adds a lot of features to JS that are native to C# already (typesafety etc). I'd recommend starting with Unity3d and C#.
Learning C# is a great way to learn object oriented programming principles, which will help you with learning other languages later (such a Java, C++, AS3). It's a nice, but strict, language.

There are a few very comprehensive tutorials that I'd recommend here: http://catlikecoding.com/unity/tutorials/
Thanks for that. But wouldn't learning C# and then learning AS3 or Java be a step backwards? I am interested in AS3 but still...

From what everyone who has replied so far has told me, I'm now choosing between AS3 (If I can find a tutorial that's good for flixel and flashdevelop) or Unity with either C# or Javascript.

And wouldn't Unity be almost useless if I can't model in 3D?
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« Reply #20 on: April 14, 2012, 07:58:37 PM »

There are tons of model repositories that you can lift models off of for your games. If you're not into that, simple box-based geometry could take you a long way.(think of it like 3D pixel art)
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eigenbom
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« Reply #21 on: April 14, 2012, 08:07:07 PM »

I didn't think Unity was aimed at beginners. Not knowing how far along you are in your programming education, I'd highly recommend starting with something _really_ simple. Here's a complete Love2d program. As you can see it's fairly straightforward.

You won't make any blockbusters with it, but it'll get you comfortable with the basics of building games and game systems..

Code:
function love.load()
   hamster = love.graphics.newImage("hamster.png")
   x = 50
   y = 50
   speed = 100
end

function love.update(dt)
   if love.keyboard.isDown("right") then
      x = x + (speed * dt)
   elseif love.keyboard.isDown("left") then
      x = x - (speed * dt)
   end

   if love.keyboard.isDown("down") then
      y = y + (speed * dt)
   elseif love.keyboard.isDown("up") then
      y = y - (speed * dt)
   end
end

function love.draw()
   love.graphics.draw(hamster, x, y)
end
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QuaziGNRLnose
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« Reply #22 on: April 14, 2012, 08:50:46 PM »

Construct Classic is really powerful, and free, and opensource, while giving you 100% of the rights over what you make, for free. It's going to be hard to get anywhere making games from the get go with 0 programming knowledge in anything else (at least what I've concluded after many years of trying everything out there). Construct really gives you control over absolutely EVERYTHING you'd want in a 2d game, and you don't need to understand much to start getting stuff done in it. it also gives you a nice learning curve and introduces you to a lot of programming concepts at your own pace. While learning, you'll also be getting stuff done which is a huge plus.

If you start with one of the more 'programmer' ways of developing, you'll likely get annoyed quickly at how little your accomplishing. by starting with middleware you'll feed your interest in making games, driving you to learn programming when you feel like you want to move on to bigger, more complex things. You really don't need to be fluent in any programming language nowadays to make the next cave story, and using one will be more like an anchor on your progress than wings.

Towerclimb and  The Iconoclasts were made in construct. As much as im making it seem "for beginners" its not some goofy useless toy. You can make seriously complex, fully featured games in it, and it offers absolutely no limitation (the compiled games run almost as fast as if they were a comparable C++ directx executable). Just to give you an idea, I coded an entire 3D engine in the event editor, with a 3d texture/decal EDITOR system. This required lots of knowledge on 3D math and computer graphics, but i did it without knowing any programming at the time. It's a 2D game maker, but you can make literally anything in it, to the point of being able to make 3D games if you know how.

You can even transition into learning C++ through it by eventually developing plugins for whatever your making, and learning from there. so once you actually need functionality you can only get through programming languages, you can simply learn how to program and integrate whatever it is you needed into your current project, without having to redo everything for that 1 feature. A LOT of people using construct know how to program already, but simply love how much of the grind it takes out of making a game.

the only real downside is its windows only compatibility. the new version, Construct 2 (which isn't free, and sadly not backwards compatible with the Classic version) does have much more compatibility, since it makes online HTML5 games (which are similar to flash games if you don't know about HTML5 games, but they can run on phones etc.) Construct 2 though, isn't at a point where its anywhere near as fast, or feature complete, as Construct Classic. (it will be with time though)
« Last Edit: April 14, 2012, 09:07:43 PM by QuaziGNRLnose » Logged
Sato
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« Reply #23 on: April 15, 2012, 03:10:31 AM »

Construct Classic is really powerful, and free, and opensource, while giving you 100% of the rights over what you make, for free. It's going to be hard to get anywhere making games from the get go with 0 programming knowledge in anything else (at least what I've concluded after many years of trying everything out there). Construct really gives you control over absolutely EVERYTHING you'd want in a 2d game, and you don't need to understand much to start getting stuff done in it. it also gives you a nice learning curve and introduces you to a lot of programming concepts at your own pace. While learning, you'll also be getting stuff done which is a huge plus.

If you start with one of the more 'programmer' ways of developing, you'll likely get annoyed quickly at how little your accomplishing. by starting with middleware you'll feed your interest in making games, driving you to learn programming when you feel like you want to move on to bigger, more complex things. You really don't need to be fluent in any programming language nowadays to make the next cave story, and using one will be more like an anchor on your progress than wings.

Towerclimb and  The Iconoclasts were made in construct. As much as im making it seem "for beginners" its not some goofy useless toy. You can make seriously complex, fully featured games in it, and it offers absolutely no limitation (the compiled games run almost as fast as if they were a comparable C++ directx executable). Just to give you an idea, I coded an entire 3D engine in the event editor, with a 3d texture/decal EDITOR system. This required lots of knowledge on 3D math and computer graphics, but i did it without knowing any programming at the time. It's a 2D game maker, but you can make literally anything in it, to the point of being able to make 3D games if you know how.

You can even transition into learning C++ through it by eventually developing plugins for whatever your making, and learning from there. so once you actually need functionality you can only get through programming languages, you can simply learn how to program and integrate whatever it is you needed into your current project, without having to redo everything for that 1 feature. A LOT of people using construct know how to program already, but simply love how much of the grind it takes out of making a game.

the only real downside is its windows only compatibility. the new version, Construct 2 (which isn't free, and sadly not backwards compatible with the Classic version) does have much more compatibility, since it makes online HTML5 games (which are similar to flash games if you don't know about HTML5 games, but they can run on phones etc.) Construct 2 though, isn't at a point where its anywhere near as fast, or feature complete, as Construct Classic. (it will be with time though)

I've played around with the tutorials on construct 2 before, it seems really simple to use and I can see that there is a lot that can be made with it. I'll download classic to compare and I'll give it a shot if I think it's simple enough.
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Tumetsu
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« Reply #24 on: April 15, 2012, 03:58:43 AM »

Flashpunk is very easy IMHO and has lots of examples and helpful people on forums.
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Geti
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« Reply #25 on: April 15, 2012, 03:59:14 AM »

Bottom line: If you're going to actually write game code, you need to learn how to program -> you need to learn a language (any goddamn language will do, but AS3, Java or C# are simpler to get into than things like C++ or BASIC). If you do that you wont _need_ tutorials on how to use flixel - you'll be able to look at the documentation and write programs using the library.
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« Reply #26 on: April 15, 2012, 04:17:28 AM »

Ok, here's my spiel.

You will never do yourself wrong by learning/trying to learn a language. Each language brings something different to the table, and you will grow as a programmer by learning their ins and outs. 

I am not a fan of Unity.  Obviously, there are those that are, but I am not one of them. 

I am a fan of Actionscript.  There are plenty of flixel and flashpunk tutorials out there that can get you started.  I like both of those libraries, because they handle all of the low level stuff that you could ever care about allowing you to get to the heart of things. 

One thing not mentioned here (or at least my skimming missed it) is HaXe.  HaXe comes with FlashDevelop and can be compiled to Flash, C++, Javascript, NekoVM, and PHP (Java and C# are in the works) making it very portable.  There are fewer tutorials out there, but I'm pretty sure that Flixel has been ported to HaXe.  It has quite a few benefits over plain AS3 for developing Flash (faster and better compiler, templated classes, better shader development tools).

My suggestion is to just start trying things.  See what fits your development style.
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Sato
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« Reply #27 on: April 15, 2012, 05:15:17 AM »

Everyone has given me a lot to think about, for now, I'll just stay using flixel, as I've been playing around with it enough to be almost used to it. It's either that or Lua and LOVE, which a few of you said was very simple to use.

I'll still consider Unity in the future, It's C# support really tempts me, XBL Indie Games and all (What, I can dream can't I?) but for now, I'll stick to Lua and Flixel.

One final thing for me to consider that nobody has mentioned, a few of you said that GameMaker was great for super fast development and a programming language was good for making more advanced games. In that case, wouldn't it be a good idea for me to learn GameMaker Language with GameMaker?

If anyone has any further suggestions, please feel free to post.
« Last Edit: April 15, 2012, 06:46:26 AM by Sato » Logged

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« Reply #28 on: April 15, 2012, 08:02:09 AM »

Go with actionscript. It already handles alot of low-level stuff behind the screens. Those are the most complicated things and are better off left alone until you have the basics down.
Once you feel comfortable in actionscript, head over to C# and XNA. It will introduce you to updating and drawing stuff yourself. Even if you enjoy flash as a platform, try out c#, it will help a great deal in understanding underlying systems which is also useful in actionscript.
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kamac
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« Reply #29 on: April 15, 2012, 08:32:09 AM »

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(any goddamn language will do, but AS3, Java or C# are simpler to get into than things like C++ or BASIC)

BASIC is hard?

Sample DarkBASIC program which loads and displays a 2d sprite.

Code:
load image "sprite.png",1,1 //Load image & create sprite out of it
sprite 1,240,190,1          //Set it's position.
wait key                    //Wait for user to press key.

Displaying a sprite using C# & XNA?

http://msdn.microsoft.com/en-us/library/bb194908.aspx

BASIC is easier than AS3, Java or C#.
I don't know what variations of BASIC did you mean through.


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