jugival
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« Reply #40 on: July 29, 2009, 05:55:51 AM » |
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BlitzMax. Great out of box solution for 2d games.
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puddinlover
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« Reply #41 on: July 29, 2009, 02:12:04 PM » |
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Right now I use Java
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Snakey
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« Reply #42 on: July 29, 2009, 02:31:33 PM » |
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C++ with wxWidgets, OpenAL for sound, Box2D for 2D physics, PhysX for 3D physics, Ogg Vorbis for compressed audio.
Otherwise I hand roll most of everything else, but wxWidgets does pick up a large amount of the work I have to do anyways.
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I like turtles.
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Ranoka
Level 0
Nice hat!
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« Reply #43 on: July 29, 2009, 03:24:52 PM » |
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I hadn't heard of wxWidgets, thanks for mentioning it Snakey. Gotta try that out.
I only chose Flash(AS3) and C++, because those are what I use currently. I did use Click & Play what feels about 15 years ago! I am thinking of picking up/using Construct or Game Maker for prototyping, but then again I might as well just use Flash.
Currently learning C++, starting with SDL and OpenGL, and looking at new frameworks/libraries as I come across them.
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knucracker
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« Reply #44 on: July 29, 2009, 05:11:54 PM » |
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I wrote my first widely available game in flash (as3, flex builder). Interesting experience as a java and c++ developer. It was pretty successful and got a nice sponsorship deal and MANY gameplays. I wrote my next (current) game in as3 as well... but this time I have packaged it as an Adobe Air application. What will be the results.... time will tell. Pluses and minuses for as3 and adobe air: Well if you are currently up to speed with as3 and flash, you can stay up to speed and publish a desktop edition of your game. You aren't limited to only the browser. On the down side it is flash and is a really tight box to fit in for performance and graphics capabilities. You best write a game that is strong on game play since it will be weak graphically compared to other desktop games. Back on the plus side, as3 is a managed language so your time to a quality product can be reduced over unmanaged development. So to the astute reader what might this say? Do your game in XNA and publish it on xbox live. You get great graphics support, and a managed language (c#). You also get a store to sell your product in. You get the advantages that as3 and adobe air provide with fewer limitations. (Now you lose mac support sadly, but that isn't where most of your players will be anyway). That's my 2 cents. Check back with me in three months and I might be a big adobe air fanboy, or a total XNA sellout.
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Radnom
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« Reply #45 on: July 29, 2009, 10:55:57 PM » |
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I use C++ and Game Maker - much more less Game Maker while I'm doing my course though I've done a tiny bit of Lua (integrating into C++ engine) and even less Actionscript (god what a weird structured language :S ).
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bradcapo2
TIGBaby
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« Reply #46 on: July 30, 2009, 12:58:23 AM » |
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SPAM - (the link was in invisible text underneath, which makes no sense)
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« Last Edit: July 30, 2009, 11:37:42 PM by DrDerekDoctors »
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Gold Cray
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« Reply #47 on: July 30, 2009, 05:54:06 AM » |
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I don't get it; where's the link? Are you trying to integrate into our community first?
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G.I.L.
Guest
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« Reply #48 on: July 30, 2009, 06:55:39 AM » |
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I use gamemaker and flash
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oahda
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« Reply #49 on: July 31, 2009, 05:55:43 AM » |
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I checked C/C++, C# and Other, but I really only use C++ at the moment, but when games eventually should be ported for 360, C# will have to be used. By Other, I meant Objective-C. I don't use it at the moment either, but we have plans on developing for the iPhone, which forces us to use at least a little of that.
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havchr
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« Reply #50 on: August 02, 2009, 03:35:50 AM » |
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C/C++ and other (unity) I started with C++ and opengl and did a lot of demoscene stuff. Now I'm tired of rolling my own and perfectly happy with unity
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Pizza is delicious.
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oahda
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« Reply #51 on: August 03, 2009, 02:14:35 PM » |
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Oh, yeah, I guess that's something worth stating as well, I guess.
I am using (actually currently working on) a library of my own, which is a wrapper for Irrlicht (2D and 3D graphics), irrKlang (sound) and SDL (threads).
I might be adding networking functionality later on, using SDL_Net.
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Razz
Level 6
subtle shitposter
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« Reply #52 on: August 03, 2009, 04:24:26 PM » |
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Game Maker and MMF2. I've been using game maker for about 4 years now, MMF2 for about two months. MMF2 is my personal favorite, even though I'm still a newb. Game Maker always felt very limiting to me, I always had to deal with lag, annoying errors, cumbersome coding, and other really annoying issues. MMF2 threw all these problems out the window, and I love how the coding works, it's really easy yet at the same time very powerful.
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r.kachowski
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« Reply #53 on: August 05, 2009, 02:40:03 AM » |
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ruby!!
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Tycho Brahe
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« Reply #54 on: August 05, 2009, 04:49:28 AM » |
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I use c++ simply because its free and presents me with a challenge. I used to use a "borrowed" version of flash 8, but then I had to reformat the computer I was using it on, and couldn't be bothered to install it again...
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imaginationac
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« Reply #55 on: August 05, 2009, 12:08:38 PM » |
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I answered Java, C/C++, and Game Maker, but I've also dabbled in ActionScript, and Construct. I prefer using Java (as it is my first languange), but I really like the ease of Construct.
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puddinlover
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« Reply #56 on: August 08, 2009, 07:03:31 AM » |
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I was using Java (mobile) but now I'm trying Flash, also I'm surprised at how many people use Python!
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Hideous
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« Reply #57 on: August 08, 2009, 07:40:35 AM » |
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much more less
oxymoroooooon!
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saimo
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« Reply #58 on: August 08, 2009, 08:04:11 AM » |
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I had to select C/C++, but it's only C, actually.
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mirosurabu
Guest
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« Reply #59 on: August 08, 2009, 08:48:32 AM » |
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Flash and Construct this year.
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