Installer Steam
connexion
|
langue
简体中文 (chinois simplifié)
繁體中文 (chinois traditionnel)
日本語 (japonais)
한국어 (coréen)
ไทย (thaï)
Български (bulgare)
Čeština (tchèque)
Dansk (danois)
Deutsch (allemand)
English (anglais)
Español - España (espagnol castillan)
Español - Latinoamérica (espagnol d'Amérique latine)
Ελληνικά (grec)
Italiano (italien)
Bahasa Indonesia (indonésien)
Magyar (hongrois)
Nederlands (néerlandais)
Norsk (norvégien)
Polski (polonais)
Português (portugais du Portugal)
Português - Brasil (portugais du Brésil)
Română (roumain)
Русский (russe)
Suomi (finnois)
Svenska (suédois)
Türkçe (turc)
Tiếng Việt (vietnamien)
Українська (ukrainien)
Signaler un problème de traduction
A friend of mine is helping me out, and we're going to get the Linux build onto Steam soon :)
I know very little, but why SFML over SDL?
So this all said I've noticed a lot of indie games become a success when their game designs are great and packed with awesome things (such as Starseed Pilgrim) instead of written with the "Best" api choice. Look at all the great games that use XNA, Flash or even Air. While you won't find any major game studio using these technologies you see a lot of indie studios use them because they are easy and provide a decent result in a smaller amount of time than it would to take writting it in say C++ using only the DirectX api.
Look at how many games on steam actually use game maker or such, there are actually a few which shocked me because they aren't the most optimal.
With all this said it's simple to me. While making games no longer requires full fledged programmers. In fact if you grabbed a copy of game maker you could probably end up with a great game by the end of the quarter, if that. If might be compatable with windows only, it might not run the smoothest on a 1 core 1GHZ machine with 1GB ram but it will run on most modern gaming computers and thats where the indie market is really at to be honest.
So I'd recommend that if you want to be a programmer, start with SFML to write a game engine from stratch. If you want to be a game programmer grab a few game engines and get to know them really well. If you want to be a game designer/creator grab the easiest thing for you. Flash, Air, Unity, Game/RPG Maker and start messing around with mechanics of a game.
Hope this helps.
If you are going to get started on SFML I recommend a nightly pre-compiled build http://sfml.my-gate.net/nightly/ as sfml 2.0 RC is about a year old and sfml 2.0 is about to fully release within the month. This way if you want to shift over to the newest full release then it won't be too painful but you could still use the RC if you would like. (don't use 1.6 whatever you do.)
Also some documentation to help you out:
A basic game engine is a great outline for what you want a simple read of it while on the bus really helpped me a lot https://github.com/LaurentGomila/SFML/wiki/Tutorial%3A-Basic-Game-Engine
Also http://www.sfml-dev.org/documentation/2.0/ the official sfml 2.0 documentation for reference.
Let me know if you have any questions.
+1
This is the strategy I've undertaken. With over a thousand games purchased legitimately I needed an arbitrary metric by which I could limit the in-flow and thus focus closely on enjoying those which I already own.
This had the fantastic side-effect that I've begun gaming a whole lot more, by virtue of installing Steam on my laptops (which only run Linux)! So much enjoyment has been had in SPAZ and others... I had no idea what I was neglecting.
I prefer Allegro, which has improved immensely since it underwent a total rewrite for the 5.0 release.
Unlike SFML it's pure C, making it a dream to bind with other languages, and unlike SDL2 it provides just a wee bit higher level functionality that let's you get to making content faster. It provides this without sacrificing functionality, at any point you can gain access to the low-level data and manipulate it as you would without utilizing Allegro.
Sweet bliss.
Oh, and I'm biased, having first written games with it back when I was still writing code in DOS Edit and building with DJGPP. ;)
Thanks Mr. Fishy, it would be a while before I'm able to get to this. But it would be nice one day to give it a shot. I appreciate the help and explanations.
Not a problem I wish I could help more.