![]() IDE/text editor: For Java/Scala I use Eclipse, and Atom for others.I intend to use it in the Ludum Dare in a few days. Currently I'm making a very simple 3D engine with TypeScript and Three.js. I've also made my own "engines" for many of my games. I don't like its "sprites are gameobjects" way of doing things, but otherwise, it's pretty great. I've made a few games in Phaser, and I like it. Probably something to do with Java and my negative attitude towards that. I've made a few games in LibGDX, but I don't like it that much. It's good, but it's also a non-open-source commercial engine. I've used Unity for my last two Ludum Dare games, but that's pretty much the extent of my Unity usage. There are some better audio apps on iOS like Figure, Rhythm, and Tabletop.but This one works well for what I need. This lets me start something on my phone, save it to a dropbox, then tweak it on iPad. I like it because you can customize a lot of the instruments, create presets, and the file formats are the same across devices. It can sound pretty artificial at times, but then again I'm a crappy musician with no training, so your results may vary. It combines a sequencer, mixers, drum pad, vocoder, and various synths that allow you to create music, sound effects, etc. Out of the pixel art/sprite apps I've seen and used on iOS, this is one of the best.Ĭaustic (Windows, Mac, iOS, Android) $9.99 (Android, iOS) Free (Windows, Mac)Ĭaustic is a nifty audio program/app that has a bunch of features for a good price. It has a bit of a learning curve for some features, but it is great for making anything pixel-related. I haven't used this one in a while so there might be better alternatives out there. This app has many of the same features as Pixly and a great interface as well. Pixly isn't on iOS, but those with Apple devices do have Sprite Something. It also has some other quirks, but overall it's a fantastic program. Undo can be funny when selections come into play, but there is a histor toolbar that lets you step through any changes made. It won't copy/paste anything that is the same color as the background color (easily fixed by changing the background color before copying). This works well for starting a piece on mobile, the bringing it onto the computer to finish. These PNGs will have their layers and frames separated. I've been using this for a while and so far it's been one of the best pixel art programs I've used and the best on android.Ī cool thing about Pixly is that even though it saves layered and animated files in a proprietary format, if you go into the gallery on your phone these files will be available as PNGs. You can also export scaled images and gifs as well. The developer is a cool guy who is usually quick to respond to any concerns or suggestions. It supports layers, animation, custom palettes and has a set of great tools. Pixly is an amazing little powerhouse app for creating sprites, tiles, backgrounds, or anything pixel art on android. If you're like me and end up with free time on a train or somewhere away from the computer that could be better spent working on your project, then you may find these programs useful: Pixly (Android) Free (donate to remove ads) Actually, one of the games I published here on itch, Kyro, was made in BDX, which is cool.ĮDIT: Oh, and Aseprite is a cool cross-platform open-source sprite editor nice animation tools, in particular. I've contributed quite a few commits to the engine to improve and patch it up, and it's improved a lot since I first started using it around a year ago. This size makes it easier to understand the functions and features of the engine, and also makes it easier to work on it or add new features. Even despite those nice additional features, the engine itself is rather small, as it's built on top of existing frameworks and programs (LibGDX, jBullet, I think, etc). It's pretty fun and easy to use, and has a lot of cool stuff that I'd miss if I jumped elsewhere, like gamepad support, input maps (with gamepad support!), 3D physics, a component system, animated sprites, draw batching, 2D filters, filter downsampling, 3D shaders, and, obviously, integration with Blender. It's integrated really well, so there's no "Import / Export" process manually involved - BDX handles everything. It's a 3D Java-based engine built with LibGDX that interfaces and works with Blender as the editor. I'm using a 3D open-source game engine called BDX. I'm gonna use this post to list all of the tools everyone's posted and try and organize them! Thought it might be fun to have a thread where everyone could share their favorite tools for making games.
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