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Suggestions on SDK for developing 2D puzzle game?

12-14-2011, 05:58 PM
#1
Joined: Dec 2011
Posts: 19
Suggestions on SDK for developing 2D puzzle game?

Hello everyone,

I have been lurking and research for quite a while and decided to try and develop a basic, but hopefully usable, 2D puzzle game in the Picross genre as a personal project.

My question is that I have read about 3 different SDK's that seem to be used widely and wanted to see if anyone could share their experiences or pros / cons.

The 3 I am looking at are:
Unity
cocos2D
Corona

Unity seems to be the enormous powerhouse of the group, but most of the tutorial / documentation seems focused on 3D gaming. cocos2D is nice that it is free and the particle system seems quite robust, but likely less support with the free price tag. Corona seems nice given it is 2D focused with quite a bit of documentation / examples.

Thanks for taking a read and sharing any thoughts before I jump in with both feet!

Cheers,
Tom
12-14-2011, 11:07 PM
#2
I've used all 3, and you should use cocos2d. If you were going for another type of game Unity might be an option, but I feel you should only use Corona if you are specifically targeting multi-platform from the start(you shouldn't). I tried to make Corona work, but it's full of memory leaks and in my opinion, lua is just a much more difficult language to keep everything organized in. It's great for scripting, it's not that great to define an entire game and all the classes you plan to use.

Oh, and I honestly think Cocos2D has better support than Corona. Zynga recently hired the creator of Cocos2D, and they are using it in all their games. Sure, you might not talk to some support tech on the other end of a phone call(you won't be making those to Cocos2d), but I think it is far better supported, and their forums are amazing.

12-15-2011, 09:38 AM
#3
As the previous reply said, the support you can get for Cocos2d is awesome due to the amount of people using it and active on their forums. Just google what you want to know and almost certainly there will be an answer.

The tools available are also great (Tiled, TexturePacker, Particle Editor). For a 2d puzzle game that would be my choice easily.

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Touch Heroes
12-15-2011, 10:00 AM
#4
Cocos2d. No contest really. Unity is an overkill and cumbersome. Never tried Corona, but I find it hard to believe it can be any better than Cocos
12-15-2011, 02:53 PM
#5
Corona all the way. Super easy to use, extremely fast/efficient, very friendly community, very frequent sdk updates, and cross platform without any work (iOS, Android, Kindle Fire, B&N, Mac App Store coming in early 2012 too)!

I make games at PixelCUBE Studios! Follow me @naveen_pcs
12-15-2011, 05:55 PM
#6
Lua a difficult language? Bi*ch please
It's one of the easiest to learn/master.
Cocos 2d is more difficult, and you end up writing a lot more code
Memory leaks from corona are due to bad programing.
The support is also great, and they update it constantlynvia daily builds.
12-15-2011, 07:15 PM
#7
Joined: May 2009
Posts: 3,839
Cocos2d, Period!

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12-15-2011, 08:28 PM
#8
Joined: Oct 2011
Posts: 188
I used to like Corona, but I've soured on their yearly subscription model. If you don't renew, your old investment is worthless. You can't use it to develop any more. I'd suggest Unity or Cocos2D. At least with Unity, if I don't upgrade to their latest professional version, I can still use the older version I bought. If you're looking at the long term and possibly getting into the industry, I think Unity will serve you better than Cocos2D. Unity can build for virtually any platform under the sun, there's a free version, and the community is very helpful.

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12-15-2011, 09:55 PM
#9
Quote:
Originally Posted by magic-whale View Post
Lua a difficult language? Bi*ch please
It's one of the easiest to learn/master.
Cocos 2d is more difficult, and you end up writing a lot more code
Memory leaks from corona are due to bad programing.
The support is also great, and they update it constantlynvia daily builds.
Sorry, but no, I tracked back the memory leaks to calls into their C functions. I reported it on their forums, and a bug tracking issue was created. I'm sure it's been fixed by now, but frankly I don't like the style of "fake" OOP that Lua entails, and their C functions aren't bullet proof(or weren't when I tried it this summer).

And, Lua is VERY easy, using it to create a well formatted large project...well...that's another story. I guess my beef is that I really don't like how Lua fakes being OOP(it's not).
12-15-2011, 11:44 PM
#10
Quote:
Originally Posted by jhspaybar View Post
Sorry, but no, I tracked back the memory leaks to calls into their C functions. I reported it on their forums, and a bug tracking issue was created. I'm sure it's been fixed by now, but frankly I don't like the style of "fake" OOP that Lua entails, and their C functions aren't bullet proof(or weren't when I tried it this summer).

And, Lua is VERY easy, using it to create a well formatted large project...well...that's another story. I guess my beef is that I really don't like how Lua fakes being OOP(it's not).
I easily use Lua in very large scale projects. Each lua file is treated as a "class" and it works out perfectly Super organized, everything is easily readable, and their SDK really is pretty bulletproof these days. I can't imagine using anything else anymore! The speed of making apps is a huge advantage for me too! There's so much stuff that you don't have to worry about, and everything that you'd need to make a game has extremely easy API calls.

I make games at PixelCUBE Studios! Follow me @naveen_pcs