EffectHub is connecting the world's gaming artists! Sign Up
Works searching result of "wind"
So, I'm currently looking for an engine for 2D. I've tried Cocos2D but it's iOS only and I wouldn't like to rewrite everything into another language for Android (so, e.g. Java port of Cocos2d for Android is not an option). Instead, I want to write the code once and with least hassle deploy it on iOS, Android and possibly Windows Phone 7. I have both Mac and Windows.
Just to be more detailed, here are my requirements to the engine:
must be cross-platform
must be efficient
should be C++, Java, C# or Objective C since I'm comfortable with them and NOT Flash, Javascript, HTML5 since I am not a web developer
must have a large community, tutorials, additional libraries which cover most of the stuff you'd have when developing on iOS or Android directly (in-app billing, facebook etc.)
the final delivered package must be not too large
the engine can be free, but I also wouldn't mind paying a reasonable price
I've found the following engines:
Marmalade (and IwGame engine on top of it) - C++, found overall very positive reviews of Marmalade but not sure about IwGame. EDIT (March 2013): Looks like Marmalade SDK now includes Cocos2Dx and some in-built IDE which makes it much better (and costs $150 per year for indie dev which is ok with me).
Corona SDK - Lua (efficiency doubtful), also needs internet connection to compile code
Cocos2d-x - C++, received lots of reviews from developers, mostly positive and many think it's best for 2D
Particle code - Java+Eclipse, found no reviews or comments
Moai - Lua, coudn't find any reviews/opinions on it
Monkey engine - seems to have too few features
Haxenme - it's Flash, I've never used it and don't want to
use Unity3d but with 2D packages like 2D Toolkit
ports of SDL to Android (also here) and iOS - doesn't look to have much support or current development (?)
GLBasic - Basic language, I don't like it
playN - seems to be early in development (?)
Gamvas - HTML5, doesn't look like a mature engine to me
Ignifuga - Python, also doesn't look mature
ORX - not sure if it's still developed (?)
Construct 2 - reminds GameMaker, might be ok for rapid prototypes but definitely not for industry-level games
XNA and then port the game using ExEn (would need Mono Touch to port to iOS and Mono for Android to port to Android) - C#, and is probably more thought for folks coming from Microsoft products like xBox (I come from Android). Also, those Mono tools cost $800 in total for small developers
Impact - JavaScript, uses HTML5. I'm not much into JavaScript (e.g. preferred C# on Unity3d), also not sure about efficiency since it runs in the browser (?)
GameMaker - own scripting language GML and I actually remember this one as a tool for non-programmers. Has it actually grown into a real engine, I mean for serious development?
AppGameKit - C++, yet seems to be still pretty new. Haven't found any reviews on it
use Cocos2D and Objective C to develop for iOS only and then make an APK for Android out of it using Stella SDK. Has anyone done this? I'm pretty sure there will be limitations, and how about Google's in-app billing, AdMob and Facebook integration on Android?
Moscrif - JavaScript, looks like it's more for former web-developers
Starling - Flash 11, i'm not much into Flash
ND2D - not yet 1.0, does it have many features?
So, I'd be happy if you could comment from your experiences with the engines and suggest which one in the list (or anything else that I've missed) is the best for the described requirements. I also may be wrong with my first impressions about some of the engines.
I'm currently thinking of Marmalade+IwGame as the best option but since I don't have much info about Cocos2d-x and Particle code, I am not really sure about it.
Thank you!
Can someone give me a example code?
I have created an animation of some Windmill Sails rotating, it is on a layer called "sails", and has an instance name of "sails". I have also created a button, which is on a layer called "button", and has an instance name of "button". I have also converted them both to a symbol (the sails are a movie clip, and the start button is a button).
What code do I need to write so that when I click the button, the animation starts playing?
Thank you for any help.
I'm porting one of my games to Windows. When I compile and run it on a Windows7 machine, it runs just fine; however, if I run it on a Windows8 machine, the entire window is black (happens in windowed and fullscreen). I tried running the same executable (compiled on Windows7) on my Windows8 machine, same result, black screen.
I am using DirectX9.
I can debug and step through, and see that the game is actually running on my Windows8 machine.
Anyone experienced this kind of thing before? Any suggestions as to a solution or plan of attack to resolve the issue?
---
Also, in more general terms, what should I be using for rendering on Windows? DirectX or OpenGL? If DirectX, then which version of DirectX?
If I plan on doing Windows phone; would that require DirectX11?
As you may imagine from the fact that I'm using DirectX9, I haven't done anything on Windows for some time; so any advice or info you can offer, would be a great help.
What is DumpsArena?
DumpsArenais a trusted platform that Dumpsarenaprovidesexam dumps for a wide range ofcertification exams. Whether you are aiming for IT certifications like AWS,Microsoft, CompTIA, Cisco, or business certifications like PMP, CFA, or ITIL,DumpsArena has you covered. Our goal is simple – to help you pass your exams onthe first try with confidence.
DumpsArenaoffers real exam-like questions Certification Practice and answers, updated regularly toreflect the latest exam patterns and syllabus changes. Our exam dumps arecreated by experts who understand the structure and difficulty of the actualcertification exams.
Getting certified can change your life. It can bring better job opportunities, higher pay, and more respect in your field. But the path to certification doesn’t have to be hard.
With Dumpsarena exam dumps, you have a powerful shortcut to success. Their expert-made questions, detailed answers, and easy access make exam preparation simple and stress-free.
Our Website:: https://dumpsarena.co/
0. https://dumpsarena.co/blog/bgp-and-ospf-are-examples-of-which-type-of-protocol/
1. https://dumpsarena.co/blog/a-user-creates-a-file-with-ps1-extension-in-windows/
2. https://dumpsarena.co/blog/what-are-two-ways-to-protect-a-computer-from-malware-choose-two/
3. https://dumpsarena.co/blog/what-information-could-be-determined-from-a-network-baseline/
4. https://dumpsarena.co/blog/what-is-the-last-stage-of-a-pen-test/
5. https://dumpsarena.co/blog/what-type-of-cyberwarfare-weapon-was-stuxnet/
6. https://dumpsarena.co/blog/what-is-a-factor-that-determines-the-practical-bandwidth-of-a-network/
7. https://dumpsarena.co/blog/cisco-field-engineer-endesign-exam-prep-everything-you-need/
8. https://dumpsarena.co/blog/application-centric-infrastructure-support-representative-exam-prep-2025/
9. https://dumpsarena.co/blog/cisco-systems-engineer-sase-study-material/
11. https://dumpsarena.co/blog/cisco-field-engineer-vii-syllabus-pdf-complete-study-guide/
13. https://dumpsarena.co/blog/how-to-pass-cisco-dcicuc-for-systems-engineer-proctored-exams/
15. https://dumpsarena.co/blog/what-is-the-function-of-the-cloud-security-alliance-csa/
16. https://dumpsarena.co/blog/which-of-the-following-are-commonly-used-port-scanning-applications/
17. https://dumpsarena.co/blog/what-is-the-primary-objective-of-a-threat-intelligence-platform-tip/
18. https://dumpsarena.co/blog/which-method-tries-all-possible-passwords-until-a-match-is-found/
19. https://dumpsarena.co/blog/who-is-responsible-for-statically-assigning-ip-addressing-information/
20. https://dumpsarena.co/blog/cisco-cct-routing-switching-exam-prep-guide-2025/
21. https://dumpsarena.co/blog/cisco-paiucmtv-exam-study-material/
23. https://dumpsarena.co/blog/cisco-wireless-lan-arsfe-syllabus-pdf-for-field-engineers/
26. https://dumpsarena.co/blog/boost-cisco-certification-success-with-lcsars-study-material/