That depends on the game - I've made sevaral card games with RB
(5.2.4 on Win32), and they work great (although an 'apparent' but in
that version prevents drag-and-drop from working, so you have to
click the card source and destination, but still...) Turn-based
strategy games should work well also, as do FPS-type games using the
RB3D (see RBD for more info on Renegades and the zombie game). If you
keep it simple, you can probably churn out a role-playing-type game,
too. (shameless plug - I'm working on a "course" that teaches
intermediate OO programming using RB in which you build a D&D-type
CRPG game - it'll sell (the full source and the course materials -
eBooks - on CD) for $49.95 once I'm done; currently on chapter 9)
And keep in mind you can use an RB3D for 2D arcade games; you
don't have to use the SpriteSurface! :)
On Jan 24, 2007, at 5:07 AM, Theodore H. Smith wrote:
From: Arnaud Nicolet <[EMAIL PROTECTED]>
Date: Wed, 24 Jan 2007 00:15:04 +0100
Thanks.
I'll first try a solution with pure RB (it's more a challenge to
do =20
it using pure RB than using created classes).
But your answer is fine.
I'd switch to C++ if you wanted to make a game. Seriously... In
fact it wouldn't be too hard.
There must be quality cross platform game engines. And then you can
use WxWidgets for the GUI. The GUI is minimal in games and mostly
custom, so it doesn't matter much anyhow.
Look at Halo, they've got 2 standard Mac dialogs in the entire
game. A warning dialog, and a startup options dialog. All their
other many dialogs are custom dialogs writte in a futuristic 3d
style. So something as basic as WxWidgets would suffice.
RB is just too slow for games. It's sprite surface is slow. Super
sprite surface is better... but still you'll often want to do some
intensive math processing games, procssing big arrays of raw
numbers. Something C++ is suited for.
--
http://elfdata.com/plugin/
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