When comparing V-Play vs Wave, the Slant community recommends Wave for most people. In the question“What are the best 2D game engines?” Wave is ranked 35th while V-Play is ranked 37th. The most important reason people chose Wave is:
In addition to online [API documentation](http://waveengine.net/Engine/Documentation), the Wave Engine team provides [tutorials](http://www.indiedb.com/engines/wave-engine/tutorials) via IndieDB, plus [sample projects](https://github.com/WaveEngine/Samples) and "[QuickStarters](https://github.com/WaveEngine/QuickStarters)" via GitHub.
Ranked in these QuestionsQuestion Ranking
Pro Mature cross platform IDE
Qt-Creator IDE with Code Completion, Debugging and Profiling, integrated Quick Help, Version Control and more.
Pro Easy to learn
V-Play is among the easiest cross-platform tools to use according to a survey done by research2guidance.
Pro In-game level editor
With the Level Editor components, you can let your players share their levels with the whole game community which is cool because you don't need to create new levels on your own, but the community helps you with it. There are other community features like rewards for good level creators that helps getting more downloads.
Pro V-Play game network
Leaderboards, Achievements, Challenges are available across platform, even on Desktop. You can also use Cloud Syncinc of your game data that makes it easy to start a game for example on iPhone and then continue on a Nexus Tablet or the other way around.
It is also convenient because sharing to all kind of game services & networks like Facebook & Game Center is possible with a single API call. Custom hosting of Game Network servers is also possible if you want to keep the player data.
Pro Native performance
Pro Advanced gaming components
Advanced Gaming Components for handling multiple display resolutions & aspect ratios, animations, particles, physics, multi-touch, gestures, path finding and more.
Pro V-Play build server
No need for native SDKs, Build in and Install from Cloud with the V-Play Build Server.
Pro Rapid development
Cut your development time in half. Using the QML language allows for some powerful features that cut code lines and time. Another helpful feature that can help in this area is that there are more than 50 game demos of all genres that come with full source code, meaning one can easily check to see how something was done.
Pro Support can be found in forums and via e-mail
V-Play has friendly forums where core developers participate as well as fast & helpful email support.
Pro Based on Qt framework
The Qt framework is a great and mature framework on it's own. Using Qt as a game engine base is a smart idea.
You can use ready-made components to balance any of your game properties at runtime, so also on mobile devices which is great for adjusting forces or input parameters.
Pro Lots of learning resources
Helps get started and improve with lots of tutorials, demo games, examples.
Pro Social services and monetization
In-app purchases, game and social network integration (such as Game Center and Facebook), ads (with Chartboost and AdMob) and analytics (such as Flurry) are all available across platforms.
Pro Frequent updates
Every 2-4 weeks new updates provide additional features and fixes based on what users wanted the most.
Pro Level store
You can even monetize these user-generated levels with in-app purchases with the V-Play Level Store component if you like.
Pro Supports coding in C#, F# and Visual Basic
Wave Engine explicitly supports all three core .Net Platform languages.
Pro Oculus Rift support
The Wave Engine team provides an official, open-source Oculus Rift extension via GitHub.
Con No 3rd party tutorials
There are little to none amount of tutorials for V-Play other than what was made by V-Play themselves.
Con Mandatory splash screen
Games and applications made with Wave Engine must display a splash screen advertising it. No splash-free license option is available.
Con Not many tutorials available
Con Outdated UI
The UI looks like it is from Windows XP days. A refresh is much needed.