My experience with SDL2 and game development, part 1

Acid_Snake

I like beer.

20 Responses

  1. J.R says:

    You guys ROKK !!! 😉

  2. Dutt says:

    Nice work mate.. Any chance of getting it on IOS tho?

    • Acid_Snake says:

      An iOS developer license costs about 4 times more than Android. Even if I want to approach this game the same way I approach homebrews, even if I want it to be free, I will be forced to place ads on the Android version and if an iOS version ever gets made, I will most likely be forced to make it a buck. Interestingly enough a Windows Phone developer license is free, but they have pretty weird and stupid rules about design choices (they basically force Metro down your throat, if your app is not Metro-friendly they deny it).

      • Dutt says:

        Cydia? Do all Cydia apps use this developer license?

        • SsJVasto says:

          Yes, you need to pay for a license. Might aw sell just write a webApp (A website in a webviewer Activity). Also, it is not possible to compile an iOS app on any machine other than an Apple PC. At work, we pay 5000$ per developer per year to use WinDev Mobile to make Android/iPhone apps, but we still need a standalone Mac to compile the solution (Android works out-of-the-box).

          It is 100% free to play around on Android, you can have fun creating solutions, installing them on your phone, share them with your friends, etc. (You only pay to publish, not develop) On iOS, you cannot even compile a tutorial if you don’t have your license installed, so you need to pay to test it out…

  3. sepher8720 says:

    I would love to test either PC or android versions when available

  4. mlc says:

    Credits:
    ——–
    The JGE++ Team is:

    – James Hui (a.k.a. Dr.Watson)
    – Sijiu Duan (a.k.a. Chi80)

    Special thanks to:
    ——————
    – Aeolusc (Character encoding conversion code)
    – Cheese (WAV playback code)
    – Cooleyes (MP3 hardware decoder)
    – Fan990099
    – Firenonsuch
    – Newcreat
    – Subelf
    – Youmentang
    – Jasmine

    This is from the readme on the JGE++ repository, so it is certainly out of date and probably incomplete for current versions.

    • wololo says:

      The Wagic team basically was maintaining JGE++ after its original author abandoned it.

      Among other things, we added support for Linux, iOS and Android to JGE++. Initially it only supported Windows and the PSP

  5. anonanon says:

    Interesting read, thanks Acid_snake! Looking forward to part 2

  6. meysam25 says:

    wow dud you are great

  7. Jack Ryan says:

    Perhaps the best game to try and make is 8 bit style game with a 3d world filled with fascinating possibility. Most developers i know are stuck in the engine that provides too much polygon count and is strictly longer to make. I like how playmore let snk create a game like the king of fighters because it has the style i am referring to but it really is stage 1 of what i mean. As we get more updating technology it will be harder to stick with one engine development system. Especially after you work really hard on it. Best to just see what console architecture offers to get an idea of gaming development before anything even if android or ios may not have its greatness.
    I wish you luck AC.

  8. TiM says:

    This is awesome

  9. Rob says:

    @Acid_Snake

    Nice article, I wrote my first game in pure C (not C++) using the graphics API Allegro 5, it’s really easy to use once you are comfortable with C and it’s neatly documented, it also has keyboard, screen, mouse, and I think it also has android support but don’t quote me on that.

    I have a question, though, you said you wrote wrappers so you don’t have to remember the APIs function calls, doesn’t that affect performance? I mean, I heard of something called function overhead in C, and that basically means that you can consume all the stack memory if you call a lot of functions within functions?

    That’s the reason when I used allegro I only wrote a wrapper to check for errors and store them in a log file. Any way, your game sounds fun 😉

  10. Ousret says:

    Great article.
    Is there any chances to port this lib based on SDL 1.2 to PSP ? It would be great.

    https://github.com/Ousret/EasySDL

  1. February 23, 2015

    […] Note: you can read part 1 of this article here. […]