2D Game Dev – Conclusion
January 15, 2012 in 2D Game Dev, Allegro, C++, Code, Game Dev
This post is the conclusion of my on going series about 2D Game Development using the Allegro 5 library. These posts are in course order. You can see all of the posts in this course by clicking the “2D Game Development” button at the top of this site.
Welcome to the End
I am finally at the final post of my series on 2D Game Development using Allegro 5 and C++ (throwing the keywords in there for the search engines). All I can say is that it has been fa lot of fun and a serious learning experience (hopefully for everyone involved). Let us take a moment and look back at some of the things we have learned:
- game loops
- collision detection
- animation
- audio
- graphical primitives
- timing
- events
- inputs
- game states
- game structure
- deployment (for some of you anyway, I’m working on it for everyone else)
- some simple AI
- sprites / bitmaps
- transparency and masking
Not bad! I didn’t even bother trying to come up with an exhaustive list, because many of you newer programmers probably picked up on hundreds of subtle nuances.
Let’s Wrap It Up
I just want to thank everyone who left positive comments here and on my YouTube channel. The support is really appreciated. An even bigger thank you to everyone who donated! Keep your eyes peeled for future projects of mine (several are currently in the planning stage). Hopefully I will get my OOP Development mini-series posted soon!
Thanks Again
-Mike
I went from guessing numbers in the console to a fairly complicated 2D game! THANK YOU!
Thank you for taking the time and effort to put this incredible series out there. Honestly I don’t think I would have gotten very far in my game dev endeavors if it weren’t for this series.
If I could suggest something, though, I’d love to see you teach more in-depth with mapping and sprite-sheet animation, as I felt like those sections were pretty specific to simple projects. Even though the poll is leaning toward 3D development, I feel like there are just so many 2D concepts you could still cover.
Either way I can’t wait for the OOP tutorials! Cannot wait!