Yes, pixel perfect games are supported. Example: https://dominicfreeston.itch.io/komodo-rising
DragonRuby
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The discord server is the best place to share your progress: https://discord.dragonruby.org
If the butler download doesn’t work, your binaries are still available under the builds directory. You can manually upload the zip files located in there.
If you only want to package your game you can do ./dragonruby-publish —-package
which will only create the zips.
You can find instructions for setting up your Itch game to be web playable here: https://docs.dragonruby.org/#/guides/deploying-to-itch
HD mode requires is a Pro License. Feature set:
- HighDPI text.
- Texture Atlas auto-discovery (given a naming convention, we swap out sprites on your behalf based on its original file path you have it in code). We handle all the texture caching/perf stuff behind the scenes.
- Ability to remove the letter box so you can render “edge to edge” (eg: ultrawide displays).
- Input coordinate mapping normalized to 720p logical resolution.
Basically we handle all the bullshit related to different resolutions so you can focus on building your game.
PS: All license tiers of DragonRuby can be used for commercial purposes, royalty free.
like all the fundamentals to create a completed game, or a full game code-along that isn’t pong or breakout
Take a look at the sample apps prefixed with ./samples/99_genre_*
. There are definitely sample apps that are non-trivial.
Things like figuring out top down 8 way movement.
The third directory of sample apps does exactly this. Located at ./samples/03_rendering_sprites/03_animation_states_advanced
. There’s also a topdown RPG 99_genre_*
directory that has more advanced implementations. The specific method is args.inputs.directional_vector
that returns a normalized value depending on what the D-Pad/left analog reports back.
setting up long quests with dialogue and branching conditionals
There are a couple of sample apps under the ./samples/99_genre_rpg
directory that cover branching narratives (one of them is called Return of Serenity which has fairly complex branches).
happily reading a tutorial book for the engine made
If it’s the book Building Games with DragonRuby, we have a channel on our Discord Server where you can report bugs and give feedback. The Discord Server in general is a fantastic place to get help (and probably the best place to get help as of right now, we’re still a relatively young engine and working on getting more content out there).
C Extensions are useful for doing OS specific integration. The game you’re describing doesn’t seem to need that kind of customization.
These sample apps give a deeper dive into what you can do with C Extensions: https://github.com/DragonRuby/dragonruby-game-toolkit-contrib/tree/master/samples/12_c_extensions
Sorry, no discount for the conversion. It’s heavily discounted as is.
Just a heads up: once HD/All Screen capabilities are added, we’ll be increasing the price (this will happen in the next couple of months). Those with an existing pro license will be grandfathered in of course.
We do have a coding challenge taking place in our Discord. Those who participate are eligible to win a Pro license.
If your goal is 3D, then yes, it’s probably best to use another engine.
With regards to 2D games and the respective codebase size: A Dark Room for the Nintendo Switch is made with DragonRuby. The codebase is around 20,000 lines and has ~8 hours of gameplay. 20k lines might not seem like a lot, but implementing the game in C#, C++, or Objective C would have yielded a codebase close to 60k lines easily (Ruby is a very expressive language that lets you do a lot with very little code).
We considered incorporating one, but at the end of the day it just added complexity to the apis. We’ve never had great experiences with built-in physics engines. And for 2D games, we found that the geometry apis we provide to determine collision were good enough.
I understand that you think it should be a standard/default feature. I really do get that. But we didn’t want to incorporate something half-assed just to check a checkbox on a feature list.
To prove my point.
Take any of the engines you’ve evaluated and try to get a sprite to run up a diagonal ramp. It should be a piece of cake with a built in physics engine. Right?
Another thing to try. Have a platform that moves up and down. And try to get your player sprite to stay in sync with the platform’s movement, until they jump. Again, this should be trivial to do.
Try this structure:
################ app/main.rb
require 'app/init.rb'
require 'app/tick.rb'
################ app/init.rb
Color = [100,100,100]
module Init
def fun
puts "sup"
end
end
################ app/tick.rb
class Game
include Init
end
$game = Game.new
puts Color
def tick
puts Color
$game.fun
end
The Professional version of DragonRuby Game Toolkit allows you to create C Extensions. You can leverage any C library you’d like :-)
The Professional version of DragonRuby Game Toolkit allows you to create C Extensions. You can leverage any C library you’d like :-)