Introduction a few Questions - Thank You

Hello, I would like to introduce myself. I am Carter Gabriel, an independent (solo) game developer. I am currently working on a 2D pixel art game that looks closer to something like the original Nintendo (very, very basic) than anything fancy like some amazingly drawn Super Nintendo art.

I have been developing games using SDL / C++ and then later moved to a higher level framework SFML.net / C#.
I absolutely LOVE working in C#, and ever since I discovered the glories of a managed language- I have disowned my use of C++ for game development. I felt the need to create my own engine using SFML, and got quite far.

However, I find myself often working for hours, sometimes even days, on something basic that I feel only gets in the way of making games. “Oh, I guess I have to optimize my render loop more.”, “Well, to do that I’ll need to revamp the entire player class.”, “Wait, how does this GUI library work? There’s no documentation!”, “Oh… the creator says this is a bug in SFML and not my fault? I have to do a workaround… Ergh!” Amongst learning stuff I feel as though I should not have to learn, such as the algorithms and math involved in creating a color wheel, or coding a class just to flip an image in SDL. Absolute silliness! In fact, although I seem to have a working game engine in both frameworks, I find myself always coding or rewriting the engine. Rarely the game itself.

Then I heard that Unity3D now has 2D support.
To speak of my game, it is similar to something akin to the physics and text-events of Nintendo RPG’s, like Dragon Warrior or Final Fantasy. Four directional movement, NPC’s speaking in text, and entirely tile based.

So here are my questions:

  1. Are the 2D plugins obsolete now? B y this I ask, 'Are there any significant advantages to using something else besides Unity’s default 2D features?"

  2. Is there anything in the asset store that is worth it for Tile Based Games? I do not have a problem making a tile based system, as it’s pretty simple…but why reinvent the wheel if someone else has an asset for it?

  3. Is Unity3D’s GUI any good? I remember back when I was around for Unity 1.0 and 2.0, the GUI was blasted constantly as the worst feature about Unity3D. However, my standards are very, very low. I am used to something like TGUI and hard coding GUI positioning, which is not very good itself.


    Anything that is better than the above in features (all features are in that picture), will please me greatly- as long as the art is easily changed to custom art.

  4. Is the transition from PC game (performance) to Mobile game, a difficult one? I am extremely skeptical that one can simply hit “Build - Mobile” and the game perform just as flawlessly as it did on the PC. Obviously, the interface would have to convert from PC input to Mobile touch, but excluding this obvious work- is it a hefty undertaking to take a game and port it to a different O/S, especially mobile? As I said, I do not believe it can be as simple as hitting a single button and changing the user input interface.

  5. To anything that has used SFML or SDL to make games (or begin to make games) - what are the greatest benefits, in your opinion, when you switched to Unity? Would you ever think of switching back for some reason or some type of game? Or are you so sold on Unity so much that the thought of going lower level doesn’t even occur to you?

I figured I would give Unity3D a shot to see what all the buzz is about, and why so many people praise it as something so amazing for Indies. Yet, so many Indies don’t use it, so I am skeptical.

Thank you for any answers you are capable of giving.

1 Like

It’s actually always had “2D” support; it’s just more convenient now. 2D in Unity is really 3D, basically textures on quads in 3D space (though the sprites in Unity are more sophisticated than that if you have Pro).

Unity’s sprites don’t have all possible features, so depending on what you want, it can still be worthwhile getting a third-party system.

Sure. :wink:

For some things. There’s more than one GUI system: OnGUI code for programmatically creating complex GUIs, and GUIText/GUITexture objects for simple things. They’re currently working working on a new system, which will hopefully be easier to work with than OnGUI code (though it won’t be a replacement, since OnGUI is what the editor is built with and works fairly well for that sort of thing). You can always get a third-party system, of which there are several.

That’s actually what happened with this. I built for iOS to make sure it worked there, and aside from taking 5 minutes to make some crude touch controls, it did in fact compile and run (60fps on my iPod touch) with no changes. Not every game will be that easy of course, especially more complex ones where you are constrained by memory on mobile much more than on desktops. But if you build for mobile from the start, you’re pretty much guaranteed that it will run well on more powerful platforms with few if any changes aside from the controls.

–Eric

You might want to have a look at this thread:

30 Games in 30 Days . All tile based stuff .

I don’t know whether their library is available in the Asset Store - but you might want to contact them.

cheers, gryff :slight_smile: