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