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TIGSource ForumsDeveloperTechnical (Moderator: ThemsAllTook)Developer Tools (WIP)
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Jetrel
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« Reply #160 on: April 03, 2011, 10:03:54 PM »

http://www.frogatto.com - A very promising platformer with a map editor.


Actually, frogatto's got a lot more than just a map editor:  it's got a full interpreted "semi-pure functional" language in it called FFL, and all of the game logic is in this language.  It's basically suitable for almost any 2d game built from rectangular tiles and freeform 2d objects (there's a little bit in it, like tile-size, that's hard-coded, but we can fix that in a heartbeat if anyone who needs something different approaches us with a serious shot at a new project - we're probably going to fix those anyways as we make the stuff I mention at the bottom of this post).  It's also extremely well-optimized, able to run at a full 50fps even on a gen1 (e.g. 412mhz) iPhone - the engine is based on OpenGL, but has tons of features for pixel-art stuff, like per-pixel collision detection, palette shifting, parallax layers.  We've even got some fun stuff like particle systems and positional sound effects that fall off as you get further away from them.

We have already made tech demos of a vertical-scrolling space shooter, pong, and I have a chrono-trigger* style rpg in the works as I speak.

Our documentation still needs work, but it's at least no longer nonexistant; you can check it out here:  http://www.frogatto.com/developer  It's going to be a bit confusing at the moment unless you get in touch with us on IRC, because we don't have any really general tutorials yet, just low-level technical stuff, but that will change over time.

Also, we're looking to build a library (probably working with OpenGameArt.org) of pure public-domain art which will be pre-built-into a "game maker" oriented release of frogatto's engine.  This will be some simple (think rpgmaker), blocky art you can use for any number of game types, be it action rpgs, some classic arcade games, top-scrollers, or whatever.  But it'll be public domain - you'll be able to enhance it, add to it, and completely use it as though it's yours!

The best part is that our engine is under a dual-license like QT, so if you want, you can license it commercially, rather than having to open-source your stuff as well (which, let's face it, usually forces it to be free-as-in-beer).


*loosely; there's a lot of influence from other stuff, and the tactics are going to take a lot of design lessons from wesnoth to heart.  I really want to break the mold with some interesting combat innovation.
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BitPuffin
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« Reply #161 on: April 05, 2011, 06:59:01 AM »


Pivotal Tracker comes to mind -> http://www.pivotaltracker.com/
Unfortunately, it isn't free anymore.
Another interesting one is Cohuman -> http://cohuman.com/home
But it's more like collaboration online, so I'm not really sure if its' what you want.

I'm currently using Brabio, but that's in Japanese.  If there's a free English one, I'd love to know as well!

Thanks, i think Cohuman will do just fine, although it seems very corporation collab thing but it should work well anyway hopefully.
Otherwise i'll keep looking.
Pivotal Tracker seemed good but i want something for free because i'm a poor student Smiley
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« Reply #162 on: April 05, 2011, 07:29:11 AM »

The collaborative editor Gobby. is a lightweight code editor that lets you and your friends edit the same source files at the same time. Like google docs, just for code and much faster.

I use it regularly, it does its job well, no slowdowns or crashes. Even undo works, and that's a non-trivial task in a multiple user environment.

The second tool is the IDE codeLite. The first version of code lite was just a demonstration tool for a new code completion tool that should integrated into other IDEs. But now code lite has evolved into a full working IDE itself.
« Last Edit: April 06, 2011, 03:10:19 AM by Krux » Logged
BitPuffin
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« Reply #163 on: May 11, 2011, 01:10:50 PM »

About the TODO list i wanted.

I found a pretty nice one.

http://todo.ly/

It has a nice way to structure projects. A task can inherit from another task and stuff like that.

Anyone who wanted what i mentioned earlier should really check it out. I'm officially using it now Smiley  Coffee
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Richard Kain
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« Reply #164 on: May 11, 2011, 03:03:03 PM »

I haven't gotten a chance to use it yet, but Maratis is now available. It's a game engine/scene editor that runs on Windows, Mac, and iOS. It uses Lua for basic scripting, and can be further extended with custom C++ modules. I was planning to try it out on my Mac Mini and see if I can't use it to make some quickie iPhone apps. It is an open-source engine, so there is no cost for using it. This makes it a pretty fantastic solution for iOS game developers.
« Last Edit: May 23, 2011, 11:35:06 AM by Richard Kain » Logged
rivon
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« Reply #165 on: May 23, 2011, 11:28:44 AM »

You've got the link broken, here is correct one:
http://www.maratis3d.org/
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tapir
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« Reply #166 on: June 19, 2011, 09:46:06 PM »

COGL has just became a standalone library. From the website:

Quote

Cogl lets us abstract across OpenGL 1.x - 3.x and OpenGLES 1.x - 2.x and many window system binding APIs (such as EGL, GLX, WGL etc) with a single consistent API that can target many platforms.

Cogl is a single open source library which gives us one place to go when we need to fix bugs and add features.
One of the difficulties with OpenGL is that it's an API specification for hardware vendors to implement and each different implementation has different quirks, extensions and bugs. As Cogl is a library not a specification; once a problem is solved in code, it's solved! That means we are in a position to provide better platform integration which would be too complex to standardize in a vendor neutral specification.
Related to this we also note that while the trend for OpenGL[ES] to simplify the API is good because hardware vendors don't have to spend effort maintaining legacy APIs that aren't accelerated by their GPUs; it also means that OpenGL[ES] on its own won't provide even basic utilities - such as matrix manipulation. To use OpenGL[ES] for serious application development you need to build a framework around it. Because code in Cogl only needs to be written once and maintained in one library it's much more practical for us to support these utility APIs.

I don't know what are the dependencies but it seems like it's not relying on any GObject code so it should be lightweight.

Here is the page: http://wiki.clutter-project.org/wiki/Cogl
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Glaiel-Gamer
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« Reply #167 on: June 20, 2011, 06:21:22 PM »

Just a note for this topic (and other stickies in here):

If you have a tool or whatnot that needs to be added to the first post, send a private message to me or st33d with the info to add. Super bonuses fluffy special internet cookie beer points if you format it correctly for us too.
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gomick
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« Reply #168 on: July 03, 2011, 01:08:35 AM »

nice list but it seems never been updated....
however thank you for the list...
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SolarLune
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« Reply #169 on: July 18, 2011, 10:28:59 AM »

I'd update the first post - Blender's interface isn't really clumsy anymore, especially since the 2.5 updates.
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roguelikemonkey
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« Reply #170 on: August 14, 2011, 05:21:58 PM »

Hey all about Ggale the free version: I'm a newbie to the whole 'art' thing and i was wondering if i can't save my GIF's with the free version how would i get them. is there a place to paste them(website?). if anybody can help me i'd greatly appreciate it
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tapir
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« Reply #171 on: September 01, 2011, 10:44:03 PM »

SDL 1.3 is now zlib licensed which means you can statically link it without paying.
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Mipe
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« Reply #172 on: September 02, 2011, 05:29:57 AM »

About the TODO list i wanted.

I found a pretty nice one.

http://todo.ly/

It has a nice way to structure projects. A task can inherit from another task and stuff like that.

Anyone who wanted what i mentioned earlier should really check it out. I'm officially using it now Smiley  Coffee

I raise you Workflowy http://workflowy.com/
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tapir
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« Reply #173 on: October 09, 2011, 11:10:13 AM »

libRocket gone open source (MIT). Worth a look for anyone in need of a nice GUI library: https://github.com/lloydw/libRocket
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kasrak
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« Reply #174 on: November 27, 2011, 10:22:54 AM »

TexturePacker
Website: http://www.texturepacker.com/
License: Closed-sourced (Free and Pro $25)
Platform: OS X

For iOS development: Arranges your graphic assets into sprite sheets for use in Cocos2d and Corona.
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Player 3
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« Reply #175 on: November 27, 2011, 10:25:52 AM »

Why not add a couple of IDEs to this list?

I can recommend stuff like Dr. Java and Eclipse for Java.
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rivon
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« Reply #176 on: November 27, 2011, 12:50:09 PM »

Code::Blocks for C/C++. Geany for Python.
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Chris Koźmik
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« Reply #177 on: May 02, 2012, 02:08:31 AM »

Corrections

BROKEN LINKS:

- GIMPShop Website : http://plasticbugs.com/?page_id=294 (Windows version

- Pixel image editor Website : http://plasticbugs.com/?page_id=294 (Windows version)

- Musagi Website : http://www.cyd.liu.se/~tompe573/hp/project_musagi.html

- sfxr Website : http://www.cyd.liu.se/~tompe573/hp/project_sfxr.html
should be http://www.drpetter.se/project_sfxr.html
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« Reply #178 on: May 02, 2012, 06:09:04 AM »

Just get rid of GIMPShop altogether. GIMP 2.8 is introducing a single-window option and the whole application is getting a UI overhaul down the road.
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Player 3
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« Reply #179 on: May 16, 2012, 07:31:12 AM »

Just get rid of GIMPShop altogether. GIMP 2.8 is introducing a single-window option and the whole application is getting a UI overhaul down the road.

But it breaks tablet pressure sensitivity, both on Windows and Linux.
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