Main > Frequently Asked Questions (FAQ)
- Do you plan to develop level editor for Tiny2D?
No, I don't currently have a plan to do any kind of level
editor which is because I wouldn't want to assume too much
about games/apps being created with Tiny2D (how are objects
textured / rendered? can some of the objects use physics? if
so, how are their physical properties described? can objects
have children and if so, how are they attached to each other?
- these are example questions I want to avoid).
If you need level editor, either use any of the freely available
ones (and there are many, check this list of 2D level editors)
or make one that suits best your game.
- Do you plan developing .NET (or other) bindings?
Not at the moment.
But hey, it's all on GitHub, so anyone is welcome
to implement and share anything they think might be useful.
- Do you plan to support collision detection / physics?
The answer is most likely no because I want to keep Tiny2D
simple and tiny.
If you need 2D collision detection / physics I do highly
recommend free and widely used Box2D physics engine.
It's simple to use and very easy to integrate with existing code base.
- How do I make a game using Tiny2D?
First you need to learn how to code in C++ (check this),
and then you need to learn about game development
(here is my favourite game dev portal).
Tiny2D is just a tool that will make developing 2D game easier
- Why did you make yet another 2D game engine?
Because I haven't found any 2D game engine with as simple, yet
powerful, interface. I consider Unity or Marmalade too complex
for rapid prototyping, DragonFireSDK far too limited (btw, here
is my comparison of Marmalade, DragonFireSDK and Unity) and I
prefer C++ from Lua, so LOVE is out of question too. Sure,
there's many other game engines, but I haven't found one that
would fully satisfy my needs.
Besides, I did it for fun. After all I really enjoy coding.