Shoot me an email and I’ll get you set up firstname.lastname@example.org
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We should be able to. Lemme ask Ryan and see if that can be added (we currently support Apple M1s so I’m assuming it won’t be a big lift). If you come to our Discord server, we can troubleshoot there
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
We’re indies just like y’all. You’ve purchased the engine and can use it for commercial purposes with 0% royalties. The standard version is a one time purchase and the Pro version is a yearly subscription. Regardless of which you choose, you have to write to use the version of the engine you’ve purchased (the subscription is for receiving updates/newer versions).
We’ll put that in a EULA.txt file.
But the bottom line: we’re not trying to screw you over and want you to succeed as an indie.
You should only use the engine if you believe the statement above.
Try adding this to your
def tick method:
def tick args if args.inputs.keyboard.c args.gtk.console.show end end
The code above should bring up the console if you press
c on your keyboard. :-)