Now that Game Salad is almost sh*t i need to move to another platform.
I’m considering iTorque, Unity (Standard Unity + Standars iOS), Corona or Cocos2D.
I’ll work only on 2D games (graphic adventure with static text, static background and some animation) but Unity is for 3D game.
There is a way to create a 2D game with Unity.
Some good tutorial?
Thanks to all.
Yesir, there are plenty of 2D games made with Unity that have gone on to be very popular. Made With Unity | Unity - Take a look at the highlight reel for example.
Here is a link to the 2D gameplay tutorial.
Take a look at Brady Sprite Manager 2 here: http://forum.unity3d.com/threads/33593-SM2-2D-made-easy-and-efficient!
Here are a few 2D games just recently released which use SpriteManager:
http://forum.unity3d.com/threads/14591-Unity-iPhone-Apps-in-the-Store-List-Yours-Here?p=404734&viewfull=1#post404734
I cannot understand some point of the 2D unity development.
I’ll use a 3D workspace but 2D element?
The platform 2D tutorial is the only tutorial about 2D dev?
Brady Sprite Manager will help me making sprite?
Yes, you will position flat (2D) elements in an otherwise 3D world. Layering them depth-wise. It actually works really well. Especially if you are making use of Unity’s built-in physics.
I don’t want to start a flame war or anything, but really I am not sure Unity is going to be your best option for 2d. I’ve been working in cocos2d for a while now and it really is a nice library for what it does. I did purchase Unity, but only because I’m interested in doing 3d work too. I get that there is a cool sprite manager for Unity, but there is also a lot of “fluff” with Unity you probably won’t want. Cocos 2d integrates 2 different physics packages and also has support for tiled tilemaps if that floats your boat. There is also lots of cool sprite animation support, and iirc you can still do a 3d projection since it is basically sitting on top of OpenGL, just like Unity. It is also a native library, so you will be able to easily write a lightweight app without the fluff. It’s pretty easy to use UIKit on top of it too.
Now, with that said, it doesn’t have a swank editor like Unity or even some of the Torque packages. So if you just can’t work without an editor, maybe you want Unity. /shrug
The main benefit of doing something 2D-looking in a 3D engine like Unity is that you can leverage the power and flexibility that a 3D pipeline affords. It can be a heck of a lot easier to make and revise art and animation that is based on textured polygonal models, rather than hundreds of individually crafted sprites. It just depends on the style you’re trying to achieve, and whether or not you’re savvy with 3D content creation.
For flat 2D I could not imagine using Unity (although it is possible) - it’s built around making 3d games. The 2D gameplay tutorial is still a 3D game, just with movement limited to a 2d plane…