![gideros physics editor gideros physics editor](https://i.pinimg.com/originals/f0/b9/49/f0b949df0cb8e5fe3f7e7a0b4fd5014a.jpg)
- #Gideros physics editor full#
- #Gideros physics editor android#
- #Gideros physics editor code#
- #Gideros physics editor Pc#
But is closed source with no community plugins/addons. I think I have narrowed down the SDKs to Corona and Gideros.Ĭorona just seems like a lovely package with lots of resources and such, seems great for a beginner.
#Gideros physics editor android#
So as a first project I'm going to translate my Android calculator apps into LUA to help me get started with the language, then re-release them on PLAY and now also iTunes. I've never done anything with physics or major animations.
#Gideros physics editor Pc#
I've made some specialized calculators for Android, and PC based simple projects with Java in Uni. I'm a novice programmer, which mainly only experience in Java. LOVE is only PC and MOAI seems a little too much for a beginner. I have done searches and spent hours browsing similar topics. I wrote a lot of DLLs for DarkBASIC before coming to PB because I needed more than a single-thread(like AGK2 is) game language and didn't have time to do stuff in C++ or Python.After searching and browsing I've come to the conclusion that LUA looks like a good language to learn for a beginner into making games. I have two 2D games in SB and one has physics and AI.ĭarkBASIC was a C++ DirectX engine and none of it was used for AGK. SB doesn't have particles but has sprites and anything a 2D game needs. PB isn't specifically a game-language which is why a lot of people use it. Even though AGK2 lacks most of what SB offers. It'd be interesting seeing binary-size and runtime-averages for SB vs AGK2. I said AGK had poor development, but anyone can go to TGC forums and look at the timelines for AGK bug reports and fixes as well as for any other TGC products that still has a forum.
![gideros physics editor gideros physics editor](https://i.ytimg.com/vi/4huHevdZAOk/maxresdefault.jpg)
I said that in general because most people use dev tools based on marketing.
![gideros physics editor gideros physics editor](https://img.informer.com/p5/physicseditor-v1.5-main-window-display.png)
Zxretrosoft wrote:I bought products Monkey-X Studio (plus TimelineFX and Pyro). Commands for physics (unlike PB) and particles (unlike PB). Built on the DarkBasic, easy output to HTML5/Android/EXE. The Goji Editor is a complete integrated development environment (IDE) that primarily helps you to quickly create and test game levels / app layouts and organise the lifetime of resources as well as test in real-time across different screen resolutions. Pity that PureBasic does not support Particles in 2D. This is my first experiment in MonkeyX (HTML5): Jungle IDE is NOT better than PureBasic IDE. Pyro has some clever modules, but develops already in MX2. TimelineFX is amazing, but HTML5 is slow (very slow). Not so easy compile to Android and other platforms. There is an extension, a series of modules and frameworks.Ībility to use outputs from different editors (eg. Monkey-X is a very friendly language, probably the best OOP what I know.Ībility to set a 'pivot point' on the sprite (unlike PB). I bought products Monkey-X Studio (plus TimelineFX and Pyro). Maybe there are some tools I don't know, and that's why I had to write this post just to have opinions from better developers than me. I wouldn't call it abandoned but sure thing is that it's not going to receive major updates (like a certain PB 6 that we know is going to happen sometimes ).Īnyway, that's my thoughts.
#Gideros physics editor full#
The author seems to go full time to MX2 and that doesn't say anything good to me. I fear that there exist some problems, especially about debugging features and lacking native libraries. So you would say: "then go to Monkey-X and f*ck off!" Yeah but. Besides, it's not easy to leave a language you like to learn another OOP one.
#Gideros physics editor code#
It's quite attractive! There's a lot of complicated algorithms I can't code myself (maybe not complicated to you, yeah ). Has anyone ever tested these tools? Lighting, pathfinding, scaleable resolution, UI objects, physics, parallax, particles. Why would I leave PB? Simple answer: no game engine. I discovered Monkey-X a few months ago, and as I am no professional (and probably a little stupid), the Monkey syntax talked to me! I look at a code block in C++ or C#, I don't get it I look at the same code in Monkey-X (and obviously PB), it's as clear as water. I love its syntax, its implemented libraries, but as I work more on a little 2D project I have for quite some times, I wonder if it wouldn't be a better idea to switch from PB to something else.