You should take a look on something that supports crossplatform.
Sure C / C++ is always a good solution. But there are newer, better and easier languages today. You could use D (http://www.digitalmars.com) - which is like a better C++. Or you might want to use pygame (http://www.pygame.org) for example, which is really quick to learn but still powerful.
Less good solutions would be C#, because it's not crossplatform Just think about And don't let this project die.
So, do i have to start learning this lenguage?, i can use a little bit of Pygame, i used to mod Total War games, specially to mod Empire Total War. but i have to refresh my memory if i wanna help, and i'm starting to learn c++.
I just wanna help, i love that game since i bought it in 1998.
cool... if while you are learning and building up your programming skills, why don'T you share your emoitions and ideas about toonstruck and most important, about toonstruck 2. SO just post your thoughts you ahve when you played toonstruck and how it would be continued in your imagination.
Like i already said: this game is build on the dreams and thoughts of the fans. So its you, the fans, who are needed the most!
I just found this project and I'm glad someone finally someone makes an effort to create a Toonstruck 2 :-)
As discussed before in another thread, support for multiple platforms (Windows, Linux, OSX at least) would be desirable, because 1. I use Linux myself and don't want to boot Windows to play and 2. the Linux community is happy about any new game that supports Linux and (thanks to scummvm) point'n'click adventures are quite popular there. Preferably at least the engine should be open source, so other projects can benefit from it (when I last looked for an open source engine for point'n'click adventures - I was thinking about doing a Toonstruck2 myself ;) - I didn't find anything useable).
I'd suggest to use D (it looks like a *really* nice language and you can use C libraries) with SDL (via derelict). Because a point'n'click adventure doesn't need high performance, and these languages are relatively easy to lern Java or Python/PyGame could also be considered. C++ (also with SDL) is also an option, but it's harder than D, Java or Python (because you have to don't have a garbage collector) and I personally find that C++ is a bit ugly and sometimes unreadable I wouldn't use plain C, it's a pain in the ass for larger games (but maybe this is just my impression from the Quake2 source ;-)).
Regardless of the language, there should be a scripting language for the game logic, so it doesn't need to be hardcoded and designers (who are not that much into coding) can use it more easily. (Maybe Monster for D or something like javascript or whatever)
Also, I might be interested in helping (programming, maybe some ideas, but no art, because I'm not good at that ;-)) with the project, if I have some time to spare in the next years and if you want me to :-)
I'm currently learning C++, but I'm open to any other language (D or SDL being the second most popular ones mentionned), so I would be able to contribute if we get the storyline done.
It might be a bit late for me to drop into this discussion, but here are my two cents:
- C is way too complex and unstructured for a low-demanding engine - C++ is nice, but also a bit too complex in my opinion - C# is structured and flexible enough, but not multi-platform without running it through Mono.
I think it's a good idea to build most of the game logic thru a scripting language like LUA, since we don't have to recompile everything when a designer needs a different aproach for anything besides the engine itself.
We shouldn't forget that the engine itself can be quite basic, the word engine might even be an overstatement We need a scene manager which handles the background images, foreground images and music/sound. I know that these are the basic tasks of an engine, but I still think the word engine is a bit too much for what we need
For learning purposes I would love to create this 'engine' from scratch, since it's more flexible and we know what we need to do when we require some changes. It will take a lot more work though and since we haven't even decided which language to use this can be a pain
I have already seen the development of an engine using C++ and using LUA for writing the actual games on it. That was about 5 Years ago. LUA is quite nice, but only as long as the scripts are not visible to the average user So it could be quite useful if we wrapped up our game files in something like MPQs