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TopicI know some of you do game design/dev - what's the best way to go about 2D?
jamieyello3
05/15/17 10:30:36 PM
#15:


@DorkLink

Do you know any programming languages?

MonoGame is the easiest resource I've ever used when it comes to sprites. I don't like Unity or other engines like it, because it's super inflated and it's hard to do a very specific thing.

I've written a renderer in C++ once.. to draw a sprite on the screen it took around 500 lines of code. In MonoGame, it takes maybe 3 lines to load and draw it wherever you want.

Right now I'm working on a big project using MonoGame, and C# is just a great language to use in general.

If you've never used a programming language before, C# is a great modern language to start on. Plus, I know all about it, so you can ask here and I'll probably know the answer. I say you should look up a C# basic tutorial if you don't already know it, make sure you have the basics down. It's very important to know how to use functions you make effectively. You're also going to want to know how to use arrays. You can get away with not knowing how to use classes and objects. If you already know any C language, you basically already know C#.

As for your actual problem, you would have to scale the sprites up and down in Unity. In Monogame, you could either do that or make a buffer to draw to, and then scale that. (Not as hard as it sounds, if you get to that point ask me). Then you can just scale your whole screen up. There's a catch with that, though. If you draw to a 300*200 buffer and then scale it up, small amounts of movement won't come through. You'll have to move your character one entire large pixel or not at all. If you scale every single sprite individually, you can keep that small movement. Something to keep in mind.

You could just set your game's resolution to native 300*200 or something, but if you think about it there are probably tons of TVs that don't support that, and what happens when people want to play in windowed? You would have to scale it anyway.
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