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What language / engine / etc are you using?

A topic by tokyoedtech created Jul 31, 2017 Views: 2,597 Replies: 40
Viewing posts 1 to 30

I am curious what everyone will be using to create their games. I am planning on using Python and the Simple Python Game Library (which I wrote).

I'm probably going to use Unity for this one as i'm most familiar with it. If not, i've always wanted to try out SDL2 with C++ and see how far I get with that.

C# & Monogame

Probably Tic-80

That looks really cool - thanks!

Deleted 7 years ago

GMS2!

Game Maker v6.1

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Javascript + PhaserJS

Glad to see I won't be the only one using Phaser!

Godot Engine for the game, Aseprite for art, Caustic for music/SFX.

I'll be using Gamemaker Studio 1.4

JavaScript. Notepad++. Paint.NET. I'll wait and see what style develops before I think about my audio/music.

Getting my hands dirty with low-level OpenGL in Go :D

Im using unity for now, but i'll be sure to try out your pyhton engine as i am most familiar with python. 

Cool - let me know how it goes.  It is definitely a work in progress - I'm going to use this Jam as an opportunity to test it out and see where it needs improvement.

We're also using Go, but a lot higher level: https://github.com/oakmound/oak (we also wrote this engine)

I haven't decided yet. My two games I have completed were with GM:S 1.4, but I did want to get into PICO-8. 

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I'll may be using SFML / C++

I'm using Godot 2.1 and a really outdated version of gimp.

Javascript with the Hermbit Engine (obviously written by me)

I am using Python3 together with pygame. I'm alreay femiliar to this setup because of my current long time project.

Lua L脰VE, my personal favorite...

Qbasic using QB64 to compile. I'm using ASCII only, and each char is 8 pixels by 8 pixels, so I only have 8x8 characters to work with.

It's working out though. This has been an eye-opening experience. It's cliche, but less can be more.

is there a qbasic jam? cause there should be! 馃槒

I agree!

Once I finish my next two projects I'd really like to write some tutorials on making Text Adventures in Qbasic/QB64 and then hold a jam. I was able to teach my best friend to code in about 2 hours, and she had finished her first game a few days later. Here's a link: https://manstersoft.itch.io/dahlia

Rust, glutin for windowing, and just the low level bindings for several libraries handling graphics, sounds and image loading.

What's the state of audio in Rust? I'm having trouble finding a Go library that will do audio in a way that seems reliably cross-platform. I looked at doing the jam in Rust but I figured the learning curve was going to be way too steep!

There is a pretty complete binding to SDL2, that offers windowing, texture loading, fonts and sound mixing. However, if you don't have much experience using Rust, the jump from Go will be a brutal one. I'm pretty sure you can find something in go that works.

Ah right, I'm using GLFW instead of SDL - which includes less. I'll keep looking around :)

game stuffs: C# / Unity

art stuffs: Pixly

audio & music: ???

LowRes basic

I'm usig Love2D with magicavoxel and vox2png, to create a 3D style game.

I didn't plan to use love2d, i made a really small prototype in it, and i was suprised how quick you can get stuff done. It'll probably be my goto gamejam engine.

Cool, I've never seen any voxel-prerendered games before! How will you be using the renders? (Isometric like Baldur's Gate, adventure game like Myst...?)

I'm not sure you can call it prerendered, the way that I'm doing it. Here is an article explaining the method if you are interessted: http://www.like100bears.com/writing/2d-3d-in-gamemaker-studio

You can see my game if you want in the devlog forums, my game is called Animal Express.

Oh I see, thanks for the link! That's a really cool technique. And yeah, it's not really prerendering because you aren't applying any lighting or other effects to the voxel models before slicing them into layers.

Compared to the link, it looks like for Animal Express, you're determining the offset for the upper layers based on the direction/distance from the center of the screen, right? I like the effect :)

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code : C# / Unity

art : Pixaki and Photoshop

sound and music : Fruity Loops

I'll be making an HTML5 game, using Scala.js for a chance to try out functional programming.

And for any art that isn't procedurally generated, I'll be using Piskel: it's a web app, has layers, and gives data URI image exports.

For music and sound... I'm real short on experience, so that's last on my list and I have no idea what I'll use 馃檲

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hi! Newbie gamedevvie here, trying to make a simple tiny HTML5 platformer with-a-twisty-story with Construct2. Making art with Aseprite (self-compiled!) and RWPaint (personal favorite, decked out for pixel art). Probably gonna [ab]use bosca ceoil and bfxr for sounds.

Only time will tell if implementing the twist in the story is within my reach...

(frankly, find myself fighting with C2 more than actually making the game. Nothing against the tool, but next time I'll sure be happier mucking with plain-coding than wrestling with "no-coding".)

Im using CTF2.5 and paint.net to make sprites. I used meshmixer to render my title screen at 64 by 64.

I'm using haxe+OpenFL. It's a pity that only a few people (and no one in this thread) actually using it because it's absolutely awesome. Haxe translates to the wide variety of different programming languages (C++, Java, JavaScript, Python, even PHP and Lua) therefore allows to make 100% native builds (no runtimes like java, .net, mono, etc.) for different platforms (one can build for windows, linux, android and html5 right away with minimal effort).

Finally I used native HTML/JS