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TIGSource ForumsDeveloperTechnical (Moderator: ThemsAllTook)Game Engines for Indie Developers
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eyeliner
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« Reply #140 on: December 15, 2011, 01:28:46 AM »

Also: The blender interface will be a real problem for some people.
Yup.
I'd like moi to test DXStudio...
I've been using it and think its worth a mention.
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moi
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« Reply #141 on: December 15, 2011, 06:13:41 AM »

what do you mean? I'm not a professional tester.
I've already said it's worth the mention
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Mikademus
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« Reply #142 on: December 15, 2011, 06:21:13 AM »

Since Riley generously sacrificed his post in the thread start I've now been able to split the first post into list and evaluation/conclusion parts. This has freed up space for a somewhat improved formatting and to include new solutions (coming).

I'd like moi to test DXStudio...
I've been using it and think its worth a mention.

[pb]rotip: If you have tested it you could assemble information in style with that already in the list and perhaps we can include it. Smiley Please be as objective as possible about it and include drawbacks as well as advantages.
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\\\"There\\\'s a tendency among the press to attribute the creation of a game to a single person,\\\" says Warren Spector, creator of Thief and Deus Ex. --IGN<br />My compilation of game engines for indies
eyeliner
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« Reply #143 on: December 16, 2011, 08:11:49 AM »

Name
DXStudio

Licence/Price
Free for commercial Use

Supported Platforms
Windows/Web (via plugin)

Scope, Intent and useage
Complete game solution. Use in simulation scenarios.

Pros
Big library of resources for developers
Very complete guide
Straightforward interface.
Includes Physx and bullet physics engines.

Cons
Community seems rather quiet in the forums.
Navigating in the gizmo can be hard.
Windows only to develop and export.

Evaluation
It is a great engine that can be used to prototype a game in minutes with a minimum amount of coding. Has decent import options for the major formats. The complete guide online is a major helper.

EDIT:
Sorry Mikademus, I was unable to replicate your formatting.  Sad
« Last Edit: December 16, 2011, 09:23:53 AM by eyeliner » Logged

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« Reply #144 on: January 06, 2012, 04:54:58 AM »

Hi,

I see a lot of 3d program, What is the best for 2d games?
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SolarLune
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« Reply #145 on: January 06, 2012, 07:54:13 AM »

If you're new to game development and design, I would either go with Game Maker or Stencylworks. Currently, Stencylworks is a lot like Game Maker, but for Mac, and is more capable in terms of the visual programming language.

If you're a coder, I would recommend FlashPunk, as it's Flash, which means that it's very cross-platform compatible, and it's a nice game framework.
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« Reply #146 on: January 14, 2012, 06:05:56 PM »

Hi guys

I was wondering if any of you have experience with modifying any of the open sourced quake engines, and if you would recommend it for a hitscan weapon based multiplayer shooter

also, udk and source sdk - which of these do you consider better?
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increpare
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« Reply #147 on: January 14, 2012, 06:10:11 PM »

Quote
also, udk and source sdk - which of these do you consider better?
unity (mainly because it's more cross-platform)
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« Reply #148 on: January 14, 2012, 06:15:47 PM »

Quote
also, udk and source sdk - which of these do you consider better?
unity (mainly because it's more cross-platform)

Thanks for the reply. I have some experience with unity, but I wrote it off for this as I've never used the networking components - are they easy to work with? does it allow client/server kind of setups? Networking is the main reason i decided to try one of these instead
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« Reply #149 on: January 14, 2012, 06:30:50 PM »

I haven't dealt with unity's networking stuff personally, so can't comment.
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mcc
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« Reply #150 on: January 14, 2012, 08:00:02 PM »

If you're new to game development and design, I would either go with Game Maker or Stencylworks. Currently, Stencylworks is a lot like Game Maker, but for Mac, and is more capable in terms of the visual programming language.
Note if it wasn't clear-- Stencylworks is mac or windows.
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SolarLune
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« Reply #151 on: January 14, 2012, 08:16:49 PM »

If you're new to game development and design, I would either go with Game Maker or Stencylworks. Currently, Stencylworks is a lot like Game Maker, but for Mac, and is more capable in terms of the visual programming language.
Note if it wasn't clear-- Stencylworks is mac or windows.
Oh, heh, yeah - Stencylworks in Mac or Windows. Also, Stencylworks makes Flash games, so (I think) it's got more cross-plaform compatibility possibilities.
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rivon
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« Reply #152 on: January 15, 2012, 09:50:41 AM »

Hi guys

I was wondering if any of you have experience with modifying any of the open sourced quake engines, and if you would recommend it for a hitscan weapon based multiplayer shooter
Why not. Take a look at Warsow or Urban Terror. Warsow is based on QFusion (based on Q2) and UrT is based on ioquake3.
But you have to have in mind, that there isn't that much documentation as with engines like OGRE, Irrlicht, UDK, Unity etc.
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« Reply #153 on: January 15, 2012, 03:00:06 PM »

I'm one of the creators of PixieEngine.com. It's a browser based IDE for creating HTML5 games. I hope it's good enough for general use, but if there are any problems or feedback let me know.
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« Reply #154 on: January 15, 2012, 05:00:17 PM »

I'm one of the creators of PixieEngine.com. It's a browser based IDE for creating HTML5 games. I hope it's good enough for general use, but if there are any problems or feedback let me know.
(I quite like Juxtapose Smiley )
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« Reply #155 on: January 18, 2012, 06:25:57 PM »

Construct 2, by the same people as Construct Classic, has come into its own with some powerful features that I think warrant it's inclusion on this list.
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« Reply #156 on: January 19, 2012, 09:41:16 AM »

Isn't the list in this thread gears toward 3D rather than 2D? My understanding is that Construct2 and PixieEngine are mainly for 2d games. You might want to post about them in this thread instead : http://forums.tigsource.com/index.php?topic=49.0
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Mikademus
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« Reply #157 on: January 20, 2012, 05:00:10 AM »

It has been suggested that if there are enough 2D frameworks and complete engine solutions to warrant it, a sister list to this one could be made.

As it is right now there is admittedly a 3D bias to this list in the sense that most large or complete game engine solutions support or are exclusively for 3D, but there are 2D engines in the list and there is no prejudice against them.
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« Reply #158 on: January 31, 2012, 03:14:39 PM »

I am currently using Torque 2D, and one thing people should keep in mind is that you never HAVE to buy kits/extensions for regular development if you're willing to do some scripting. The genre kits are essentially there so that you can just plug in your own assets and tweak some variables and have the basics needed to start building levels and have a game. I paid the $99 and have not run into any roadblocks that require me to pay more money. For most issues, their community and documentation have been very helpful. There is never a point where you try to do something in the editor and you get a pop-up telling you you need to pay more money to do that.
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« Reply #159 on: February 14, 2012, 09:06:52 AM »

Hand Any KeyBEWARE Hand Any Key : After having read this thread, few days ago I installed the last stable version of Panda3D on Wind 7 64bits. I discovered today that it removed all previous entries in my Path environnement variable.  Facepalm

The bug have been reported and filed for some time but not fixed yet. The problem is that not everyone gets it. So if your read this thread, you might want to save your path infos somewhere before installing Panda3D.

If someone is interested, this bug has been fixed.
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