Presenting myself, my game and engine

Discussion in 'Public Game Developers Forum' started by ^DJ_Link^, Aug 7, 2010.

  1. ^DJ_Link^

    ^DJ_Link^ Well-Known Member

    Aug 7, 2010
    147
    0
    16
    Programmer
    Portugal
    Hello.
    My name is David Amador. I'm an indie developer although still noob on IPhone development.
    I've started putting my engine Basalt running on the IPhone SDK some weeks ago.

    I'll leave you guys with 2 videos on my progress

    Sprite Animations - http://www.youtube.com/watch?v=ALzSzhvp2ns
    Wav and OGG sound http://www.youtube.com/watch?v=0qTwghbI57U

    This is all for an upcoming game for IPhone and IPad we are working called Vizati.

    [​IMG]

    This is a WIP image but we should have more info in the following weeks.
     
  2. ^DJ_Link^

    ^DJ_Link^ Well-Known Member

    Aug 7, 2010
    147
    0
    16
    Programmer
    Portugal
    Thanks for embebeding the videos. Yes it's a lot of code so far. Basalt as around 10K code lines so far.
    But most of the features are already coded, at least for the 2D stuff.
     
  3. MikeSz_spokko

    MikeSz_spokko Well-Known Member

    May 27, 2009
    594
    0
    16
    In such cases I always wonder - why go create a new engine, when there are many free 2D engines out there, with documentations, forums and communities ?

    Take cocos2d for example (that's what I'm using). It's iPhone version is around 2 year old (cocos2d originates from Python and was made in MIT), has a huge forum, had several major revisions over its lifetime and its feature list is huge. Bugs are almost nonexistant thanks to several hundreds of games developed in it. It would take you many, many months or even years to create even a small part of its feature list by yourself...

    So... What are your reasons for doing it ? I'm really curious about it ;)
     
  4. ^DJ_Link^

    ^DJ_Link^ Well-Known Member

    Aug 7, 2010
    147
    0
    16
    Programmer
    Portugal
    Hello Mike.
    I started by trying cocos2D but after 2 days I decided to start from scratch using the OpenGL template that XCode comes along and went from there. I started by hooking up some classes to the pump and went with C++ from there.
    I know other engines and cocos are very advanced but I have a nice list of features myself working right now that suits what I need for my first game:

    Sprite Animation
    Cameras 2D
    Scenes
    Screen Management
    Independent Resolution Rendering
    Resource Manager
    Particle System 2D
    Sound Support ( Wav and OGG)

    Well, I guess it's not a very smart reason but I feel kind of proud with what I have working so far. 2 month ago I never even had opened XCode :p
     
  5. woody

    woody Member

    Aug 8, 2010
    9
    0
    0
    Jagimo creator
    Brooklyn, NY
    Bom dia David.
     
  6. Looks pretty good. I see you've already done a version for Windows Phone 7:

     
  7. ^DJ_Link^

    ^DJ_Link^ Well-Known Member

    Aug 7, 2010
    147
    0
    16
    Programmer
    Portugal
    Bom dia
    Fixe encontrar aqui outro portugues =)
     
  8. ^DJ_Link^

    ^DJ_Link^ Well-Known Member

    Aug 7, 2010
    147
    0
    16
    Programmer
    Portugal
    Yes. I'm just waiting to get my hands on a device to properly test it.
    And trying to get some money to get an Ipod or IPhone :p
     
  9. woody

    woody Member

    Aug 8, 2010
    9
    0
    0
    Jagimo creator
    Brooklyn, NY
    Desculpe-me mas eu falo muito pouco portugues. I travelled to Brazil often for my last job, but I wanted to say hello. :)
     

Share This Page