Rick Nasher wrote: "Just noticed a tempting Tier2 tutorial came out.. AppGameKit - Tier2 Planetarium Tutorial"
There are a full series of these Tier 2 tutorials starting with getting the templates setup and running. They are primarily focused on teaching AppGameKit Tier 2 though, rather than C++, so they do assume a little prior knowledge of C++.
basicFanatic wrote: "I hate it when I buy a new indie game and it makes my computer overheat, even though the game is turn based and using pixel art."
Yeah I find that pretty annoying too! As Carharttguy said though, if you expect graphics to be your bottleneck, you probably don't need to worry. If you expect to be writing very computationally expensive code in BASIC though, then you might like to consider C++. That said, depending on what platforms you're planning on targeting, you may have the option to factor out hotspots in your code into C++ plugins instead.
I think the biggest pain point with Tier 2 over Tier 1 is the setup (that's not Tier 2's fault mind - it's a much broader problem with C++ build systems in general). Once you've got a template compiling though, AppGameKit usually makes everything go very smoothly.
As for when to use Tier 2, I'm totally with basicFanatic and Rick Nasher in the idea of using what you're comfortable with and what fits your workflow. For me, the main advantages I find from using Tier 2 are:
- Improved performance means I actually have to worry less about optimisation.
- C++ is a much more powerful and flexible language than BASIC, meaning that many problems can be solved much more elegantly in C++ than in BASIC.
- Tier 2 gives you the power to work around any limitations you run in to later in development, making you less depending on pre-existing AppGameKit features. This is particularly true on mobile where Tier 1 plugins are not yet supported.