I developed simple game using C#, Windows Forms and graphics library SFML.
Fire Tank Game
The game goal is to develop algorithm that performs by tanks (moving, shooting, etc) to extinguish the fire on the map.
This game can draw some kind of simple graphics, works with XML (to draw map, that opens from .xml file), has simple GUI (menu, combobox, datagridview, buttons, labels), uses API (Entity Framework) to query some data from small DB in SQL Server.
Now I would like try to turn it into web. So I need help with what languages (python, php, javascript?) and libraries I should use to develop the same game in web. In total necessary features:
Draw graphics.
Draw GUI.
Work with DB (Also, I would like to move data into some cloud DB, e.g. Azure).
Work with XML.
Also, I implemented simple "sign in/up" logic. Is there any library that registers user and adds him to the DB? So, fifth featureis:
Sign in/up feature.
Last, game uses inconvenient way to develop algorithms (users need to choose items of algorithm from combobox). Is there some library that allows to do it with "drag & drop" way?
Drag & drop items to the table (datagridview).
Aside of Unity, as suggested, I can recommend you a Javascript library called p5.
I worked with both, sfml and p5 and, saving the distances, they are pretty similar.
You can draw 2D stuff (circles, lines, rectangles, etc) with it.
It also contains GUI components to work with (buttons, sliders, etc).
If you want a web environment, you surely will have/need a server side, probably based on PHP to access database. Alternatively, you can use a JS database library, if your system is simple enough.
You can read XML files with JS but you would probably prefer to use JSON files.
Maybe this can cover your basic needs.
There are two good options:
A: Convert it: https://bridge.net/
B: Unity, as 3Dave stated
Related
I am a freelancer who wants to start using Sketchapp to make more trendy websites (slanted and curved line backgrounds, UI assets that have shadows, assets that go over 2 divs (see examples). Can and do freelancers (do both their own design and code) use Sketchapp to create the entire site for everything (including text) as their normal best practice and to speed up workflow and then just export everything to text editor and then tweak? Below are 2 examples that I aspire to be able to create.
Example 1 from Pinterest
Example 2 from Pinterest
The answer is Yes and No. The first example is highly using textures and graphics which is hard to do in Sketch. But for that you need to use Photoshop. For the second example is more flat and not using much graphical effect. its minimal and flat. Sketch is really fasten up your working flow to create something like that.
Hope this helps.
You definitely could create both designs in sketch but it won't be the only program you have to use to finish this job. At least if you produce each used graphic yourself.
In the first design for example you have quite a lot gradients an brush technics between the sections. Here you would need to use brushes in Photoshop to achive this look. After this you could export the layers as PNGs with transparent background and import those into sketch...
Sketch is perfect to use with SVG. I would say wen you work with SVGs you can almost only use sketch.
Hope this answer helps!
to speed up workflow and then just export everything to text editor and then tweak
First you create the website design in Sketch and then you start writing the HTML/CSS code by hand. This is how the web development process goes.
You could also use helper tools like Desech Studio to import the Sketch file and then adjust the html/css faster.
Unfortunately it's not possible to create a website in the design stack like Sketch, and also work in the web stack. These 2 stacks are different in how they work.
Alternatively you could start designing the website directly in HTML/CSS and skip the design stack completely, but you will be slower and it will be harder to make changes, compared to the design stack.
FlxTilemap is a very handy implementation of a tilemap in the HaxeFlixel library. Currently I have working code taking maps generated with the Ogmo map editor and loaded with FlxOgmoLoader (also from the HaxeFlixel library) into a FlxTilemap. I would like to have a world composed of multiple tile maps that are seamlessly displayed as the player moves.
It seems this is not supported by the library. Could someone provide ideas or references on how to implement this efficiently?
While it's not perfect, you could design your tilemaps in a way they connect with each other, and keep loading them (filtering as you need) while the player moves, like
if (player.x > currentTilemap.width) {
tilemapGroup.add(new FlxTilemap(currentTilemap.x + currentTilemap.width, currentTilemap.y);
}
Also, to keep it from running out of memory, use isOnScreen() to make the tilemaps invisible and deactived if they aren't on camera.
I'm looking for an example of multi-threading implementation inside the game toolkit? I have the MultiCube example, but that is for WinForms and I use WPF, and I can't use the game toolkit tools from Direc3D11 because I need an instance of the GraphicsDevice. The MultiCube example is not displaying anything but a black screen, I tried it on several computers. My video card doesn't support command lists, don't know if that has anything to do with it. I was wondering how many models can SharpDX handle, because I have to draw hundreds of small
scaffold couplers, and after adding about a 100 on the default GraphicsDevice, the application slows down and gets locked. Any help would be appreciated.
Regards,
Haris
I was looking for the same thing but I couldn't find any examples. I tried converting the MultiCube example to use the toolkit and got it basically working, still very messy at the moment and needs optimizing, but at least it renders.
https://github.com/PlehXP/SharpDX-Samples/tree/MultiCubeToolkit/Toolkit/WindowsDesktop/MultiCube
I am looking for a way to have an animated character in my game. I would like to have a running animation loop when he is running, a jump animation when he jumps etc.
Does the awe6 framework provide anything like this? Maybe using spritesheets, or separate images for each frame.
If I have to use my own system, are there any popular libraries that can help do this, and that work well with awe6? And how would I use it with the framework?
awe6 is not something that works out of the box but rather an architecture for you to build on. It is not designed to fill your requirements without work from you and requires you to have at least a good understanding to integrate another framework/target runtime for what you want. They do have a wiki however you can start with http://code.google.com/p/awe6/wiki/QuickStart
There are many popular frameworks out there that have a lower barrier to entry, such as haxepunk.com, haxeflixel.com, https://github.com/aduros/flambe they all have their own strengths/weaknesses etc for you to decide on and can all easily complete your requests.
I want to build a program that will (as part of what it's doing) display lines organically growing and interacting horizontally across the screen. Here's a sample image, just imagine the lines sprouting from the left and growing to the right:
The lines would look like the lines used on Google Maps Transit Overlay or OnNYTurf's transit pages.
It's a personal project, so I'm open to just about any language and library combination. But I don't know where to start. What have you used in the past to create graphics that are similar to this? What would you recommend? I want it to run on Windows without any extras needed (.Net is fine), and it doesn't have to run elsewhere. I needs to run as an actual program, not javascript in the browser.
There's obviously no 'right' answer to this, but the purpose isn't to start an argument about X better than Y but rather just find a list of graphics toolkits that do simple 2D graphics that people recommend because of their ease of use or community or whatever.
Processing may be just the tool for you.
Like you said, there are many ways to tackle this problem. Me personally, being it is a windows based project, I would go with the .NET based implementation utilizing WPF. There are tutorials on how to use the 2D drawing feature out there ( http://www.wpftutorial.net/DrawOnPhysicalDevicePixels.html for one ) Again, there is no right answer here. I might also pick some new technology and let your project be a mechanism to learn something new, providing you do not have a looming deadline.