1/1/2024 0 Comments Gideros text fieldIt’s a pretty good job i did not reveal what kind of game I was making. Which leaves me thinking that another fighting MMO would have the same result and would not be worth the effort in making it. And all the promises made by are basically worthless, as they were supposed to push it out to all the HTML5 websites and do some promotion and as of today’s date they have done little or no promotion and their developers console is showing hardly any traffic and most of my players are coming via direct hits from initial release. I am still playing with the art by making experimental block sets however during this phase realised that skyfight is not going to get as much traffic as I was expecting. Simple really just edit the code in Visual studio then save, click the run button in Gideros, which is not ideal I know, but hey at least I am not programming directly into a Commodore 64’s memory and forgetting to save. Too much effort and it’s not integrated I hear you say, so the question I have to ask is would you use word or notepad to write a design document? Then just create a project in Gideros studio and another blank project in Visual studio and add all the files used in the Gideros project. As I said its quite simple, as all I had to do is install a LUA plugin to visual studio to give me the syntax highlighting and colouring that make my programming day less of a stress. I have used Visual studio for many years and just love it, therefore it was worth my time to see if I can use Visual studio with Gideros.Īfter a little messing around I opted for a simple cheat with using Gideros with Visual studio, which is basically use Gideros studio for the debugging and project management and use visual studio as the text editor. Now do not misunderstand me, if I had to use the Gideros editor to code my game I would seriously go nuts as it’s not much better than using wordpad and those days are well and truly in the past for me. Multi platform (Android,iOS,PC (maybe xBox one),Mac and HTML5 (Facebook) and the pricing is free, another win is that it is a code-based approach to game dev even if its in Lua.Īt the moment Gideros ticks all the above boxes for me and yes I am aware that many other engines such as UE4 and Unity tick many of the boxes too but I am a coder and prefer to code everything by hand. Most developers usually use one engine and stick with it, limiting they knowledge base to one system and one system only, whereas having learned my craft over 36 years ago which was a good 23 years before Unity 1.0 was released, I tend to go for a code-based development environment rather than a graphical one, that said I did have some fun with UE4 for a while, before I realised my art was not up to the standard required to make a UE4 game stand out from the rest.Ĭurrently I am using Gideros engine to develop on, which to many may appear to be a strange choice, however it fits my criteria for this game. And by time I got onto the Amiga and Atari St there were PC based development kits like SNASM which worked in a similar manor to my old home-made development system via a cable.Īnd since then I have used many different SDK’s and game engines, ranging from Java and SDL all the way to Unreal engine 4, with my last game skyfight.io making use of the pixijs engine, while all of my mobile games I used the now defunct Marmalade engine. Things got a little easier as time went on what with mass adoption of disk drives (floppies) and the development of macro assemblers eventually leading me to use a Commodore 128 to code on and a Commodore 64 connected via a homemade serial lead as a test machine. And if the power went or you some how locked the machine into a non-recoverable state all your changes would be lost, and if you did manage to remember to save your memory to tape, it would take ages to save. A little progress on a new game and an update to my dither photoshop plugin.Īs a game developer there are many decisions that need to be taken prior to writing any code and one of the major ones is choosing the platforms you wish to release your game on and therefore choosing the right engine to use.īack in the day it was about the machines capability which for me was the Commodore 64 with its hardware sprites and character graphics among other things, and back then there weren’t any development environments like you have today and life was simpler yet tougher on game developers, as we had to hand code 6510 assembly directly into the machines memory using a monitor cartridge.
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