Author Topic: What 2D Game Engines are best for making levels and their maps?  (Read 17663 times)

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Offline Cyartog959

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I kinda had some thoughts on those that are making 2D games, even maps, through engines capable of 2D games, not counting engines in 2.5D or 3D.

2D games of all kinds have come quite a long way from their past years, from Mario, through Sonic, and others, even seeing more larger, longer maps by having stronger CPUs, more RAM, and other small tech advancements and new programs to make 2D game making more easier and more efficient.

Larger maps weren't previously reachable before that, even though clever trickery via programmers did made it so, like how Sonic 3's Hydrocity Zone's maps were more larger and longer than Sonic 2's Chemical Plant Zone's, from what I've read, but now, they are, and still will be remembered for how well-designed they are, not to mention the routes made for the larger sizes. How people, speedrunners or not, traverses their routes differs, but the choice is all up to them.

Speedrunners, in a different matter, do have no problem blazing through them, from small maps to latest, longer maps, because they all like to take on the challenge on clearing them in shorter times than may people play normally, and I admire their efforts for going for their own records.

I've loved longer and/or larger maps in 2D games, because of my curiosities of 'em, and was astounded by Sonic Colors DS' Asteroid Coaster Act 2's size, which is 44,256 pixels wide, the longest in any 2D Sonic game by far(not counting other maps that surpass the horizontal length, but not in actual completion length, like Sonic Superstars, for instance), and Hollow Knight's overall Hallownest map size of 72,622 pixels wide and 48,128 pixels tall, but I feel, depending on well suited flows to clear them, we could see more maps longer/larger than that, thanks to RAM memory increases, but the game engines, if any are in need of it, should be updated to accommodate those larger amounts, not to mention stronger CPUs for computers.

I do my best to try not to gripe about 'em, too, despite how longer and/or larger they're still getting.

With all the extra computing processing power and RAM memory, I personally feel people who make 2D games should take better advantage of 'em to make far more longer/ larger maps and make the best of 'em before we get more increases of 'em.

So, I ask anyone on the VGMaps community this, what do you think of what 2D game engines are more suited to making games and their maps, preferably large, long maps?

They can be used to make regular platformers inspired by the likes of whatever series people love, like Sonic, classic Zelda, or Metroidvanias.

I could count GameMaker being one, and Clickteam Fusion, but I also count Retro Engine(if you've not heard of it yet, that is) being one, too, because its tailored for 2D games besides Sonic.

What other advantages and disadvantages between specific 2D game engines could you also lay us out on?
« Last Edit: January 14, 2025, 07:39:45 am by Cyartog959 »

Offline Cyartog959

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Re: What 2D Game Engines are best for making levels and their maps?
« Reply #1 on: March 09, 2025, 06:05:36 pm »
Well, I hardly saw anyone send in their thoughts on 2D engines lately, 'cause they seem a bit busy or forgetful to reply, so, why not I give it a go? I didn't depend on waiting too long for it, anyway.

The Hatch Engine, from my perspective, is a real good 2D game engine, and its usage seems really good for 2D games, one of which is a Sonic fangame, Sonic Galactic. From what I've seen in the second demo, the engine is capable of handling levels much larger and longer than what we've got so far, even Coral Garden Act 1's size seems to surpass that of Sonic Colors' DS version's Asteroid Coaster Act 2's size and length, by comparison.

I can see loads of potential for making new 2D games of the Hi-Bit variety, not limiting to games made for NES, SNES, nor PS1 alone. If I only know how to easily download that engine, I'd use it to see what it is capable of.

Maybe it could be helpful to past games that ran on prior engines that lacked upkeep and specific features to keep it smooth and efficient, such as Clickteam's Fusion, whose version was MMF2 before it updated to CF2.5 and used for Freedom Planet.

The Retro Engine is a good engine that delivered Sonic games, from past reduxes of past 2D Sonic games to the original game, "Sonic Mania" and its update, "Plus", its great potential is amazing. Its recent usage was for the latest compilation, "Sonic Origins", which had it updated to Version 5U to allow past versions of the engine work in it, but so far, no other game's use it yet. Hope people get to use it more soon.

...That's what I've got so far.

Offline Cyartog959

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Re: What 2D Game Engines are best for making levels and their maps?
« Reply #2 on: Yesterday at 12:21:53 am »
A small annoyance about finding the actual application to see and run Hatch Game Engine, after downloading the engine, there's big confusion on where to find it so anyone can use it.

It's been updated lately to 1.3, as I've read, but newcomers who downloaded it have currently no guidance on how and where to find the engine to actually start making games on it.

I do, however have this link for the engine from GitHub itself... more or less.

Here's the GitHub link to it, in its public release - https://github.com/HatchGameEngine/HatchGameEngine

If someone could take time to give guidance on how to find the engine after downloading, any tutorial, step-by-step guide, video or otherwise, well, that'd be great. Hopefully, if any of you've got time, you can ask the creator responsible for it and/or the users that are versed into it.

One note, the level editor's not included, but I already know Tiled covers that concern when using it to bring levels to that engine. The editor's format is compatible, after all.
« Last Edit: Yesterday at 12:51:26 am by Cyartog959 »