P
P
Pavel2013-10-07 02:33:43
iOS
Pavel, 2013-10-07 02:33:43

Mobile 2D game engine for TBS?

Good day.
Decided to try to write 2D TBS-ku. To begin with, I'm going to do it under Android, and then, if things go well, then I want to transfer to iOS. Never worked on game development. I'm not afraid of C/C++ and scripting languages ​​:).
Please advise a cross-platform, free engine for writing 2D games, preferably at least somehow optimized for TBS. Personally, I only found such engines for desktops.

Answer the question

In order to leave comments, you need to log in

2 answer(s)
S
Sergey Lerg, 2013-10-07
@TheSteelRat

You will hardly find it especially for RTS. As always, I would recommend the Corona SDK, simply because I personally like it. But you can use Unity, Marmalade, and Cocos2d-x. Choose yourself.
RTS single player or multiplayer? If with multiplayer, then local or through the Internet? If via the Internet, then there is the Photon service, with integration with the crown:
www.coronalabs.com/blog/2013/08/15/guest-piece-photon-cloud-corona-sdk-a-dream-team-for-cross- platform-multiplayer-games/
And if locally, then there is the AutoLAN module
www.mydevelopersgames.com/AutoLAN/

B
bfDeveloper, 2013-10-09
@bfDeveloper

I researched this issue two months ago. The task was as follows: to find a cross-platform game engine, preferably, but not fundamentally C ++, for writing any games for Android, IOS, and, if possible, other blackberry-type systems.
First I wanted Unity3D. For 2d, the current version of unity seemed completely unsuitable to me. It seems that they promised to finish it in the next version. But it should be borne in mind that some of the texture batching features necessary for a mobile phone are implemented in a very strange way and only in the pro version. I watched CoronaSDK, it seemed like a good thing, but I personally don’t want to write everything in Lua. These are individual cockroaches, it may suit you. Cocos2d-x is also good. This is a C++ port of Cocos2d, which is also quite good, it can do a lot. Now it seems to me the best option among ready-made frameworks. All these engines scared like a black box, limiting the possibilities with a list of their features. This is especially true for unity3D, getting into Cocos2d is not a problem.
Stopped in the end on the non-use of ready-made. I took C ++, SDL2, shamanized with Open GL and got a self-written miracle. The main advantage is a complete understanding of the internals, no questions about how to do something, no problems with performance. The cool thing is that the same code works on the desktop and you can test any resolution by simply changing the window size. Well, it runs without deploying to the device, which speeds up development. In just over a month, the engine itself appeared and there is almost a game on it. The disadvantages of the approach are obvious - for each feature such as a network, json, xml, fonts, image formats and physics, you need to look for and master a separate library. Also the reliability has not been tested. Well, your bike does not make it easier for new people to join the team. At the moment, the game is not completed, but so far I do not regret that this path has been chosen. Think

Didn't find what you were looking for?

Ask your question

Ask a Question

731 491 924 answers to any question