Still famously Java, but not so voiciferous now, 'coz I don't want to give anyone else any advantages any more
Cas![]()
I see a lot of threads here where people are talking about coding problems but there's rarely a mention of what language is being used.
Do you all use C++ or something? I know there's a few Blitzmax users here (like me).
Still famously Java, but not so voiciferous now, 'coz I don't want to give anyone else any advantages any more
Cas![]()
C# because it's fun![]()
Dan MacDonald
a prisoner of the cause
Python.
I recoded the mini-games in my current RPG about a dozen times each. Each recode took around one day.
Python.
I like to say, it lets me code as fast as I can design. I spent 20 years programming in C and C++. Changing to Python was like moving from a typewriter to a word processor.
That last one sounded like one of those commercials where they repeat the product's name loudly and mentioning other stuff inbetween :-P.
Personally i use Java and C++, depending on the case.
BlitzMax
Used to code in VB and C++.
PiddlePup Games, LLC
www.piddlepup.com
Games for the whole family!
Come try out our latest games: Majestic Forest Pirate Poker
C++ for production code, Python for tools, ad-hoc tasks, the build system, and prototyping some algorithms.
Gabriel Gambetta
Google Zürich - Formerly Mystery Studio
C and Asm for the game, C for the tools. I use the Allegro library for graphics, input, and sound. I'm currently learning WinSock for multiplayer. I used Python and Pygame before I learned C/C++, but I stopped using it because I felt that C/C++ would be better and faster.
Flash because it pwns! Formerly Blitz.
C 'cause I'm old school like that. PHP for simple website stuff.
I fooled around with python a few years ago (wanted something command line driven for the kids to play around with) and hated it. Does anybody have a link to something that would change my mind?
C++ (and C).
C++ for the games.
I've used python and ruby for build scripts .. but now I've decided to use plain old PHP (command line php).
Since we use PHP for our websites too, it helps reduce the number of languages our team members have to get used to.
Viqua Games - Games Produced (partial list):
iPhone: UltraDeep - Zombie Escape
Downloadable: Shop-n-Spree 2 - Shop-n-Spree - First Class Flurry - Tommy and the Magical Words
C++ for my day job.
C# for my previous game prototype.
C++ / Lua for my current project.
Delphi / freepascal. I'm pretty sure no one else was going to say that.![]()
DeleD - 3D modeling on an indy budget - Join our 3D modeling competition and win $500!
mostly C/C++, some projects pure C.. considering tossing some lua in, maybe learning C# at some point. Maybe.
My schtuphh: http://iki.fi/sol/
Currently- Blitz3D
I recently abandon C# for BlitzMax for two reasons: 1) I quickly got past the "coding part" and was knee deep in game design thinking fast. 2) Mac is supported easily and I've heard many times that Mac customers account for around 40% of sales. Come over to the BlitzMax:Tips, tools, recommendations and success stories thread and learn more!
Philip Ludington
Mr. Phil Games
I'm a big fan of Python, and it's still my language of choice, but I've been pleasantly surprised by ActionScript 3.
--- Rod
TorqueScript, C if I need it to run faster. C and C++ at my day job.
Haxe or Action Script for light ones.
Java for heavy ones.
(It's funny that I have programmed in many languages (I am sort of a language nut) except I never touched Java. Because when I was working with python for few years Java was allways the horrible old language they were comparing it to to show how you can do same stuff with 5 simple python lines that you would need 20 complex lines in clumsy Java. But contract work brought me to it and I am still amazed at how anti-clumsy it is.)
C++ and TorqueScript, because I'm using Torque.
Python if / when I can get away with it (especially for tools), because I, too, am a Python convert.
Rampant Games: Games With Personality!
Tales of the Rampant Coyote: Adventures In Indie Gaming
Frayed Knights - a 3D RPG that refuses to take itself seriously.
Delphi, BlitzMax/Blitz3D, Haxe (and occasionally Turbo Pascal and Tasm to maintain my oldest games)
Mike Wiering
Wiering Software - http://www.wieringsoftware.nl/
Most of the tools i make in both personal and "day" job are made using Lazarus/FreePascal. Lazarus is the ideal tool to work with if you want to create interfaces and such.
Well, at least it's ideal for me because i have a lot of experience with Pascal and VCL/LCL (but i hate the latest delphi versions - imho the best was Delphi 3).
Mostly C++...
(but I also use PHP and JavaScript for web development)
Lots of C++ and PHP + MySQL
Plus the custom scripting stuff and data description "langue" used by the game engine
James C. Smith - Producer/Lead Programmer - Costume Chaos, Build in Time, Ricochet Infinity, Big Kahuna Reef, CasualCharts.com
- C/C++ (game engine)
- Lua (game logic),
- x86 Assembly (game engine on PC)
- ARM Assembly (game engine on mobile platforms)
- Java (GUI tools),
- Python (command line tools)
c++ cuz its easy, oh and i use it at work
D. Do I get extra points for being unique?![]()
My next game might be any of TorqueScript (with TGB), Python, C++, or D. Haven't decided yet.
That's funny, I've been using Delphi 3-2006 and I can't say I agree (I'd miss some compiler fluff if I had to go back, and the help files of the latest versions are horrible, but otherwise the differences impacting my daily work are pretty minimal imho).Originally Posted by Bad Sector
DeleD - 3D modeling on an indy budget - Join our 3D modeling competition and win $500!