Any platformer/sidescroller specific engines/boilerplate?

Largo 101 Apr 02, 2013 at 01:07

Hello people!

Well, I’ve been reading books/other people’s game source/uncommented rabble of strings/etc. for quite sometime now, and I believe I would like to start writing a simple game now.

However, despite going through tutorials, I’m still not sure about how to start a platformer, at least without running into bugs.

My question is, are there any platformer specific engines or boilerplate code out there? I haven’t seen many, but these are what I’ve seen:

NetGore: It’s not bad, it’s crossplatform, and genre-pretty-darn specific, but it doesn’t use TMX (not that I’m overly fussed about that) and seems a little hard to get into. But it’s C#, which I’m pretty fairly acquainted to.

Haaf’s Game Engine: It’s C++, which kind of screws with my head, plus a generic engine (not a bad thing), but dormant, and again, sort of hard to get into.

libGDX: I don’t get it. I like Java, but somehow, I don’t get it. There’s too much going on that I don’t understand…

Slick2D: Checking for collision hurts my head. I don’t know why, but I can’t do it.

Flat Red Ball: I don’t remember why, but I couldn’t get into it. I really don’t remember why. I think that it wasn’t cross platform enough. Or something. I really don’t remember.

Scrolling Game Development Kit 2: This wasn’t too bad actually. I mean, sort of. Doesn’t have much GUI support, which is kind of vital for my plan. Also, VS2010 hates it for some reason, so I’m kind of stuck with it.

So maybe I’m being fussy. Well, the you’ve got to come up to me, slap me in the face, and tell me why what I said up there is wrong.

So there. Please give me some advice!

Thank you!

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fireside 141 Apr 02, 2013 at 02:47

I think Allegro might be the best choice given your criteria. I’m assuming you want a c++ library. Looks like a pretty good set of tutorials here:


Might be just a little more low level than you want, but has a good community.
SFML is also a 2d library that get used a lot with c++.

You should be able to get by with rectangular collision which is a pretty straightforward concept and a good step in game programming.

Largo 101 Apr 03, 2013 at 04:19

Thanks for that! Suprised that I didn’t see that earlier. Anyway, I’ll definitely have a look at that, see what it’s like.