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Are real games made with Allegro?
Chocolate111
Member #12,028
June 2010

Like a real video game in the store, or an online game (LaTale, Maplestory, Runescape, etc.) Are real games made with Allegro?

ImLeftFooted
Member #3,935
October 2003
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Well a quick Google search for real games that use allegro comes up with: why are most allegro games bad?. Maybe that is fairly telling?

Mouse Mash almost made it into Real Arcade.

But seriously dude, Runescape is Java. We don't screw with that kind of stuff. Well I guess not until recently.

Dario ff
Member #10,065
August 2008
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Your question is a bit general. You mean:

1) Can commercial games be done with a library like Allegro? or,
2) Are there any commercial games that are done with Allegro?

TranslatorHack 2010, a human translation chain in a.cc.
My games: [GiftCraft] - [Blocky Rhythm[SH2011]] - [Elven Revolution] - [Dune Smasher!]

Chocolate111
Member #12,028
June 2010

I'll take that as a no... Does anyone happen to know what Maplestory and Runescape really do use for a graphics library?

@above
Both :)

ImLeftFooted
Member #3,935
October 2003
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I'll take your post as a dumb... Do you know where I can find a better poster?

Runescape is very likely using OpenGL and homespun routines.

kazzmir
Member #1,786
December 2001
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Any game thats written in SDL could fairly easily be ported to Allegro. There are lots of games that use SDL (everything written by Loki)

Evert
Member #794
November 2000
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Peitz' old games were written with Allegro.

The question is a bit silly though.

Dario ff
Member #10,065
August 2008
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Dario ff said:

Can commercial games be done with a library like Allegro?

Yes. But it doesn't really have anything to do with the library itself. If the developer's succesful, knows how to get good marketing, manages to make a good & polished product, or even get a decent team, a commercial game can be done. Of course, you can't expect to do something like the latest 3D games done by big-budget companies with teams of hundreds of developers.

But you'll see many of us choose to release our games for free. Have you ever played the internet classic Icy Tower? It was done with Allegro. Would using another library have made it any more or less popular? Probably not, the gameplay was addictive, it was free, and it became a very popular game.

Quote:

Are there any commercial games that are done with Allegro?

I think some games here are shareware. Others have managed to sell their games with the iPhone. Someone here made an old-style RPG using the latest Allegro 5 Beta(supporting 3D hardware acceleration), and managed to sell it on the iPhone. Most of the rest are freeware AFAIK.

I do prefer to release my games for free though. Be sure to look at The Depot board here, not all projects are added to the Depot category on a.cc.

It doesn't really matter what you choose for a library as long as it suits your needs. If I had the money to buy the CryEngine, and tried to develop a game with it, that doesn't mean it's going to be successful. The engine demands a lot of people with artistic talents, modeling, and animators to make something decent. The engine that Maplestory or Runescape uses is not related to its success. The work, the marketing, the motivation, those are the parts that make a game succesfull.

Allegro is simply a tool... A free tool. It's pretty easy for newbies to learn.

Oh, and this is scaringly turning to a Monday thread. :o

TranslatorHack 2010, a human translation chain in a.cc.
My games: [GiftCraft] - [Blocky Rhythm[SH2011]] - [Elven Revolution] - [Dune Smasher!]

deps
Member #3,858
September 2003
avatar

If you can make a commercial game with library <insert name here>, you can do it in Allegro.
And if you can't do it in Allegro, what makes you think you will succeed with <insert name here>?

Don't blame the tools if you can't handle them.

---
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I now have a page and a blog!

Chocolate111
Member #12,028
June 2010

Everyones advice is great, thanks :) I'm going to give Allegro a shot. This may be a silly question as well, but can sidescrollers be done with Allegro?

kazzmir
Member #1,786
December 2001
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I wrote this in Allegro (also ported to SDL)

video

Mark Oates
Member #1,146
March 2001
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Can sidescrollers be done with Allegro?

absolutely!

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Jonatan Hedborg
Member #4,886
July 2004
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This may be a silly question as well, but can sidescrollers be done with Allegro?

Allegro is a library with functions useful for game development (graphics, sound, input etc). So yes.

There are no genre-specific functions in allegro.

Chocolate111
Member #12,028
June 2010

Thanks a bunch everyone, I'm going to start now :D

Dario ff
Member #10,065
August 2008
avatar

Mark, which is Beary's Bash resolution? For some reason, any game that tries to start a 320x200 fullscreen mode will lock up the computer in a black screen mode, and I have no other choice than to reset. So I fear double clicking the .exe. :-/

EDIT: Meh, don't worry. I was brave, double clicked, and the program said that it couldn't set the video mode.

TranslatorHack 2010, a human translation chain in a.cc.
My games: [GiftCraft] - [Blocky Rhythm[SH2011]] - [Elven Revolution] - [Dune Smasher!]

Mark Oates
Member #1,146
March 2001
avatar

Yea, a newer version I am working on fixed that problem. But, the latest version that's available is 320x240 I believe, so you shouldn't open the exe.

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spellcaster
Member #1,493
September 2001
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I know a couple of games that are sold over the counter that are made with allegro. Nothing top selling or chart busting, though.
It has also been used to prototype some bigger titles, IIRC.

Allegro was really big in DOS days, then it slowed down, and right now it's a good but rather obscure choice.

The library has a nice interface which makes it easy to learn and allows you to code simple games (think iPhone complexity) very easily. On the other hand, getting it to work under windows is a PITA, so potential new users get alienated even before they use the lib.

The previous versions of allegro had some small quirks that made it hard to get production level quality games easily. The ones I recall to be show stoppers where the mouse behavior (sluggish mouse and not behaving like in the native OS) and close button handling and problems when switching to/from the app.

Also, most commercial games these days are either single platform ( PC ) or include platforms allegro is not available for. So allegro's big plus (multi-platform) isn't really a factor. Esp. since the Mac port wasn't that well supported (the last time I checked, this might have changed by now).

Just my 2c.

--
There are no stupid questions, but there are a lot of inquisitive idiots.

Evert
Member #794
November 2000
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Esp. since the Mac port wasn't that well supported (the last time I checked, this might have changed by now).

The Mac port is now fairly well supported, but it lacks a binary distribution (similar to Windows). The 4.2/4.4 branch is stuck in 32 bit because it uses a deprecated API. The upcoming 5.0 uses OpenGL and uses up-to-date APIs.
Still missing a binary distribution though. :-/

spellcaster
Member #1,493
September 2001
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Neat! I also saw something about an iPhone port in the change log... guess I'll have to start spending some time with allegro again :)

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Matthew Leverton
Supreme Loser
January 1999
avatar

You'll need to get Mr. Jobs' permission to use it though. He's made cross platform development illegal for the iPhone.

Chocolate111
Member #12,028
June 2010

Thanks :D

LennyLen
Member #5,313
December 2004
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You'll need to get Mr. Jobs' permission to use it though. He's made cross platform development illegal for the iPhone.

I assume the iPhone port of A5 uses native libraries though, right? So if you included the entire A5 source as part of your game, then could it be said no 3rd party cross-platform libraries were used?

Thomas Fjellstrom
Member #476
June 2000
avatar

LennyLen said:

I assume the iPhone port of A5 uses native libraries though, right? So if you included the entire A5 source as part of your game, then could it be said no 3rd party cross-platform libraries were used?

The game itself won't be written using the OSX apis. Basically Apple has added a nice loophole for themselves should any shoddy apps get put up using some cross platform toolkits (like Air or Silverlight, or what have you). They can just point to the rule and say "hey, you knew this could happen" when they reject or remove those apps.

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LennyLen
Member #5,313
December 2004
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The game itself won't be written using the OSX apis.

So does that make any function defined outside main() a non-OSX API call (provided it's not a C/C++/Obj-C function)?

Matthew Leverton
Supreme Loser
January 1999
avatar

LennyLen said:

I assume the iPhone port of A5 uses native libraries though, right? So if you included the entire A5 source as part of your game, then could it be said no 3rd party cross-platform libraries were used?

LennyLen said:

So does that make any function defined outside main() a non-OSX API call (provided it's not a C/C++/Obj-C function)?

The whole concept of controlling quality via regulating third party libraries is absurd, so I wouldn't bother trying to use logic.

The reality is that certain libraries and tools will be put on the secret black list and if a binary check reveals that you are using one of them, it will be rejected. Thus it really won't matter how you embed Allegro... if they don't want you to use it, they will scan for some signature that is common to all Allegro games.

The goal is platform-lock. They don't want you to create an application that works on all devices because it cheapens the value of the iPhone.

(Their official position is that they don't want people developing to a subset of the iPhone's functionality, but that is obviously not true, as they don't demand that every application uses every function of the iPhone. And furthermore, it's not like the iPhone really is all that different from any other super-phone. :P)

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