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2d Development Frameworks/suits/engines

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API-Beast:
@Gil:
The main difference is that it is using typed arrays exclusively, whose usage the Javascript interpreter can optimize heavily. A human would use plain old dynamic Javascript variables pretty much anywhere.

Also C++ is static typed and as such can be optimized ahead of time, since Emscripten is using Clang these optimizations are fairly advanced and can eliminate a lot more code than any Javascript preprocessor could.

And yes, it did use ASM.js at some point, but not sure if that is still the case.

Atnas:
Gosu: C++/Ruby development library. Super easy, super fun. Used it quite extensively and made my own engine/map editor as well as other tools and prototypes with the ruby library a few years ago. Still use it now and then. https://www.libgosu.org/

Godot: Open source 3D/2D node based game engine. Think if Unity actually had a proper 2d engine and a python-esque scripting language. Only lacking documentation. Been using it for various things, I really like it. Uses either C++ or GDscript, which is easy to learn. http://www.godotengine.org/projects/godot-engine

wzl:
Personally i don't care one bit about web capabilities for games. I don't want to play games in browsers.
That said, i have to agree that it's nice sometimes for smaller games. The flash-game era was glorious and spawned quite a number of great things.

I did some experiments with allegro tonight. After some struggles with setting up for vs2010 and finally migrating to vs2015 (which was super ezpz with nuget) i must say i'm quite satisfied with it so far.
Granted, you have to write your own systems with it (input management, sprite handling/animation), but i don't mind that. The rendering capabilities are straight forward and apparently really fast. API reminds a little of gdi+ actually in its simple-ness. Input handling works well, although i didn't check for gamepad support yet.
You have primitive rendering available out of the box which is super nice to have for prototyping, font rendering with ttf support. The only thing that i haven't stumbled upon is music playback. I read about midi support, but nothing besides that. Would love some xm/it playback if not ogg streaming.
So far it supplies me with everything i need. I'll continue to work with it, even if my cpp skills are hella rusty.

Thanks for mentioning it ambi!  ^-^

Atnas:
Re: HTML5

I think if you don't intend to sell your game, and are instead looking for exposure, HTML5 is extremely helpful in that regard, as it removes the download barrier.

Also most browsers, consoles, phones etc can play HTML5 games, so it has become a single click deploy option.

@wzl, what if the game was in a wrapper that you played from your desktop, does that change if you care for the game? :lol:

wzl:
Thats true, web based games are excellent for game jams as well, simply because of the lack of barriers.
The multi-platform aspect is a good point as well.

@atnas
mind you, i didn't say i don't care about the games. I don't want to play web-based, in browsers. I want an offline available standalone desktop application.  ::)

turns out theres a dumb mod library for allegro   :yay:

Oh yeah:

Flashpunk
Library for developing in flash. As3 has its own quirks and things you have to get accustomed to. It doesn't hold up to an actual programming language and you're bound to the proprietary platform that is flash, if you dont mind that. Other than that it was quite fun to work with. Nice capabilities and visual runtime debugging tools (visualization of hitboxes etc). In the end the fact that it's flash made me stop using it.
As an aside, there is also HaxePunk, which is basically the same, but for Haxe.

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