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You know, this is one of the things that I think is really important in a game engine: Has a fully polished game ever shipped using the engine.

It's easy, by comparison, to get to the 80% point with a game -- especially if you have a sample to start from that's somewhat close to what you want to create. What's hard is making every little bit work correctly; creating a finished product that doesn't have glitches, that works on all devices/in all browsers, and that has a good "feel" throughout. That last bit of polish, that last "20%", probably takes well over 80% of the time; I'd estimate it at about 95% of the time. And if you start with an "80%" engine that hasn't gone through that polish phase at least once, then you're doing all that work yourself.

This isn't precisely what you asked: You asked for success stories. A casual browsing of the site doesn't find any published game lists, though. The creators of Phaser.io do have a list of games THEY'VE published with it:

http://www.photonstorm.com/games

Look at the "HTML5" options; they used to make games in Flash.

I looked at Phaser a while back, and decided against using it. None of those games actually look much more complicated than a proof-of-concept, 80%-at-most demo.

On the other hand, Cocos2d-X has been used in dozens of hit games, and they are up to v3.0 of Cocos2d-js, which looks awesome, has an amazing free toolchain you can use, works in a browser, AND can be embedded in a custom wrapper on mobile (something like PhoneGap/Cordova, only tuned and optimized for game development -- it includes SpiderMonkey directly, for instance, so you don't have to worry about what browser it's running in).

The choice wasn't that hard.




I shipped one of the first large games with Haxe on iOS (in ~2011), and I am at a loss for words to describe just how right you are.

My game was complete, but the garbage collector would randomly crash, every hour or so. I spent nearly two weeks reading through incomprehensible C++ code, and completely failed to fix the problem myself.

Hugh, the creator of NekoNME, graciously helped me after I sent in a deterministically crashing test case, and that's the only reason the game was shipped at all. I consider myself a competent developer, but utterly incapable of debugging someone elses GC.

I also had to make a whole bunch of smaller fixes (eg adding in app purchases, fixing leaks etc), but those things I expected.

If you're evaluating an engine for use, there should either be a flawless game more complex than what you're trying to accomplish, or you should be ready, willing and able to traverse the full stack fixing whatever comes up.

(Note: Haxe is battle tested now.)


I released an android game using HaxeFlixel and the process was relatively painless, actually I was suroprise at how well it run on my device and how flawlesly things like immersive mode and in-app purchases were implemented.

But again, it as last year, so I assume 3 years make a huge difference in development, plus Haxeflixel is a haxe framework tailored for making games. To whoever might be interested in diving into it, we shipped a nice amount of polished finished games: http://haxeflixel.com/showcase/games/ (Mine is polaritron)




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