Yes, I use SDL for handling sound, input and blitting to the screen. I don't do anything special code-wise.. just good old GNU C compiler for both Windows (mingw) and Mac OS X. If you're curious, you can see a sample of my code here: @ (slightly more terse than usual as it's for a 48-hour game development event).
For pixelling, I use my own in-house drawing program so that I can modify it as needed. It's impossible for anyone else to use because it has no visual interface, and occasionally requires a recompile for specific functionality!
There are lots of good pixelling programs out there though.. there's a nice list of them and other resources here: @
I'd recommend checking out GraphicsGale and ProMotion first.
If you haven't come across it already, pixelation is a good forum for learning pixel art. I used to spend quite a lot of time there. The new site is here: @
I really need to get a Mac (and maybe do a port of Qwak, or pay someone to do it for me). Out of curiosity; what do you find the differences are, between PC and Mac game development?
I guess if you're using GNU C compiler, you have your own makefile and can use it for Mac and PC?
Well, because I use SDL which is well support on the Mac, I didn't have too much trouble with the actual compiling and running part of things. I use separate makefiles for each platform, but they are very simple. The main things I had to sort out were:
- Byte order for reading data files.
- Saving player data. -- Solution: ~/Library/Application Support/Game
- How to use the pasteboard. -- Solution: system("pbpaste > tempfile.txt");
- Fullscreen 8-bit colour support. -- Solution: wrote a 32-bit emulation layer
- How to make an .app bundle (XCode does this for you, but I wanted to use command-line scripts)
- How to build universal binaries (ditto)
google is your friend?
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