我用Unity3d工作过一段时间,发现它的2D部分OnGUI()或GUITextures太笨拙了。此外,即使是在Unity3d上完成的一款最小的游戏也至少需要10MB的下载,这对于2D游戏来说实在是太多了。

所以,我目前正在寻找一个2D引擎。我尝试过Cocos2D,但它只适用于iOS,我不想将所有内容重写为Android的另一种语言(游戏邦注:例如,将Cocos2D移植到Android并不是一种选择)。相反,我希望只编写一次代码,并尽可能地将其部署到iOS、Android和Windows Phone 7上。我有Mac电脑和Windows电脑。

更详细地说,以下是我对引擎的要求:

必须是跨平台的 必须高效 应该是c++, Java, c#或Objective C,因为我对它们很熟悉,而不是Flash, Javascript, HTML5,因为我不是一个web开发人员 你必须拥有一个庞大的社区,教程和额外的库,这些都能够覆盖你在iOS或Android平台上所拥有的大部分内容(游戏邦注:如应用内置付费功能,facebook等)。 最后送出的包裹不能太大 引擎可以是免费的,但我也不介意付个合理的价钱

我发现了以下引擎:

Marmalade (and IwGame engine on top of it) - C++, found overall very positive reviews of Marmalade but not sure about IwGame. EDIT (March 2013): Looks like Marmalade SDK now includes Cocos2Dx and some in-built IDE which makes it much better (and costs $150 per year for indie dev which is ok with me). Corona SDK - Lua (efficiency doubtful), also needs internet connection to compile code Cocos2d-x - C++, received lots of reviews from developers, mostly positive and many think it's best for 2D Particle code - Java+Eclipse, found no reviews or comments Moai - Lua, coudn't find any reviews/opinions on it Monkey engine - seems to have too few features Haxenme - it's Flash, I've never used it and don't want to use Unity3d but with 2D packages like 2D Toolkit ports of SDL to Android (also here) and iOS - doesn't look to have much support or current development (?) GLBasic - Basic language, I don't like it playN - seems to be early in development (?) Gamvas - HTML5, doesn't look like a mature engine to me Ignifuga - Python, also doesn't look mature ORX - not sure if it's still developed (?) Construct 2 - reminds GameMaker, might be ok for rapid prototypes but definitely not for industry-level games XNA and then port the game using ExEn (would need Mono Touch to port to iOS and Mono for Android to port to Android) - C#, and is probably more thought for folks coming from Microsoft products like xBox (I come from Android). Also, those Mono tools cost $800 in total for small developers Impact - JavaScript, uses HTML5. I'm not much into JavaScript (e.g. preferred C# on Unity3d), also not sure about efficiency since it runs in the browser (?) GameMaker - own scripting language GML and I actually remember this one as a tool for non-programmers. Has it actually grown into a real engine, I mean for serious development? AppGameKit - C++, yet seems to be still pretty new. Haven't found any reviews on it use Cocos2D and Objective C to develop for iOS only and then make an APK for Android out of it using Stella SDK. Has anyone done this? I'm pretty sure there will be limitations, and how about Google's in-app billing, AdMob and Facebook integration on Android? Moscrif - JavaScript, looks like it's more for former web-developers Starling - Flash 11, i'm not much into Flash ND2D - not yet 1.0, does it have many features?

因此,如果您能根据您使用引擎的经验给出评论,并建议列表中的哪个引擎(或我错过的任何其他引擎)最适合描述的需求,我将非常高兴。我对某些引擎的第一印象也可能是错误的。

我目前认为Marmalade+IwGame是最好的选择,但由于我没有太多关于Cocos2d-x和粒子代码的信息,我真的不确定。

谢谢你!

EDIT (June 2013): So far I made 2 cross-platform 2D games and used Unity3D with 2D Toolkit plugin for both. For the game with simple GUI I used a simple self-made GUI system based on Unity's own. For more complex one (e.g. where GUI elements can overlap) I used the NGUI plugin. Recently 2D Toolkit added some more classes for GUI which is very handy since one had to use 2 different systems for texture atlases when combining NGUI with 2D Toolkit. I'll definitely try that one in the next 2D game. The main reason for choosing Unity3D for 2D games was that I already was deep into Unity3D both in terms of experience and accumulated code snippets for re-use. Also, I purchased Unity3D pro (with Android Pro and iOS Pro) for 3D games and it made full sense to just pay additional $60 for the 2D Toolkit to get 2D games also covered. I so far don't regret my decision, it seems to have been optimal for my case. The only thing which gave me headache was adding social features with the Prime31's plugins (Android & iOS social plugins) but I assume that their bugs are not the fault of Prime31 but of Twitter/Facebook instead, so I probably would see the same bugs on any other engine or plugin.

EDIT(2014年1月):我想在Unity 4.3中,我的问题的答案现在很明显了:Unity的新精灵系统和2DToolkit完全击败了其他任何东西,特别是对于那些(像我一样)已经使用Unity一段时间并购买了带有附加组件的Pro版本的人来说。


当前回答

几天前我找到了一个漂亮整洁的Wave游戏引擎。它使用c#,并具有Windows Phone和Windows Store转换器,这使它成为XNA的一个很好的替代品

其他回答

V-Play (v-play.net)是一个基于Qt/QML的跨平台游戏引擎,具有许多有用的V-Play QML游戏组件,用于处理多种显示分辨率和纵横比,动画,粒子,物理,多点触摸,手势,寻径等。API参考 引擎核心是用原生c++编写的,结合自定义渲染器,游戏在所有设备上都达到了60帧/秒的稳定性能。

V-Play还为塔防、平台游戏或益智游戏等最成功的游戏类型提供了现成的游戏模板。

如果你对用V-Play制作的游戏感到好奇,这里有一些简单的选择:

争吵:塔防游戏 Chicken Outbreak:像《涂鸦跳跃》这样的平台游戏 积木班:益智游戏 疯狂的大象:一款类似于《愤怒的小鸟》的游戏 《雪球狂热》:多人动作游戏 闪电战:脑力游戏

(免责声明:我是V-Play背后的人之一)

几天前我找到了一个漂亮整洁的Wave游戏引擎。它使用c#,并具有Windows Phone和Windows Store转换器,这使它成为XNA的一个很好的替代品

看看Loom (http://theengine.co)是一个新的跨平台2D游戏引擎,具有设备上的热交换代码和资产。这意味着你可以在Photoshop中处理你的资产,你可以更新代码,修改应用/游戏的UI,然后在应用运行时在设备上看到变化。

Thinking to the other cross platform game engines I’ve heard of or even played with, the Loom Game Engine is by far the best in my oppinion with lots of great features. Most of the other similar game engines (Corona SDK, MOAI SDK, Gideros Mobile) are Lua based (with an odd syntax, at least for me). The Loom Game Engine uses LoomScripts, a scripting language inspired from ActionScript 3, with a couple of features borrowed from C#. If you ever developed in ActionScript 3, C# or Java, LoomScript will look familiar to you (and I’m more comfortable with this syntax than with Lua’s syntax).

Loom Game Engine的1年授权费用为500美元,我认为这对于任何独立游戏开发者来说都是一个可以承受的价格。几周前,他们还提供了1年的免费许可证。在许可证到期后,你仍然可以使用Loom来创建和部署你自己的游戏,但你不会得到任何进一步的更新。《Loom》的创造者非常有信心,他们承诺会不断完善自己的宝贝,让它值得购买另一个授权。

话不多说,以下是织机的伟大功能:

Cross platform (iOS, Android, OS X, Windows, Linux/Ubuntu) Rails-inspired workflow lets you spend your time working with your game (one command to create a new project, and another command to run it) Fast compiler Live code and assets editing Possibility to integrate third party libraries Uses Cocos2DX for rendering XML, JSON support LML (markup language) and CSS for styling UI elements UI library Dependency injection Unit test framework Chipmunk physics Seeing your changes live makes multidevice development easy Small download size Built for teams

你可以在这里找到更多关于Loom的视频:http://www.youtube.com/user/LoomEngine?feature=watch

看看这4部分的深入教程:http://www.gamefromscratch.com/post/2013/02/28/A-closer-look-at-the-Loom-game-engine-Part-one-getting-started.aspx

你提到了Haxe/NME,但你似乎本能地不喜欢它。然而,我的经验是非常积极的。当然,该API是Flash API的重新实现,但你并不局限于Flash,你也可以编译成HTML5或原生Windows、Mac、iOS和Android应用。Haxe是一种令人愉快的现代语言,类似于Java或c#。

如果你感兴趣,我已经写了一些我使用Haxe/NME: link的经验

以下是Richard Pickup在LinkedIn上对我类似问题的回复:

我在iOS和android上都使用过cocos 2dx marmalade和unity。为 2d游戏cocos2dx是每次都要走的路。团结太多了 对于2d游戏来说,这是一种过度杀戮 抽象层并不是真正的游戏引擎。你甚至可以运行cocos2d 在果酱上面。我的方法是在iOS上使用cocos2dx Android然后在未来运行cocosd2dx代码在marmalade作为一个 简单的方法移植到bb10和赢得手机7