I was wondering if somebody could help me decide what API to use for my game. I'm still not totally familiar with them so I thought somebody more experienced might be able to nudge me in the right direction.
I want to make a simple 2D game with Marmalade. My first instinct would be to use Iw2D, since it seems to simplify a lot of things and would probably make coding the game a bit quicker (which is a plus, since I'm on sort of a tight deadline). However, there are a couple of special concerns with the game that make me wonder if I should avoid using Iw2D.
First, my game will need to be able to draw textured primitives on the screen (not just textured quads), because there are objects that can stretch and deform in real time. I don't see any primitive-drawing functions in Iw2D, so this made me think maybe I should be using IwGx.
My second concern is that the game uses a pixel-art style. I don't like it when pixellated sprites are used at a higher resolution, so I would need to emulate a lower-resolution display, as well as be able to turn off antialiasing (and instead use nearest-neighbor filtering). I would assume this means drawing the whole game to a lower-resolution render texture, then drawing that texture big enough to fill the screen. However I don't see functionality for render textures in IwGx... would I have to use IwGL framebuffers?
I'm not sure if interspersing the different APIs is something that would normally be done, but if it is, would it make sense to use Iw2D for normal sprites, IwGx for deformable ones, and setting the whole thing up with IwGL calls? Or do you think I should use one API exclusively?
Thanks a lot,