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Game Development / Re: Rouge Rogue Rabbit Puncher
I could see myself switching to SDL2 at some point just for peace of mind of having directx support for windows and a few other things. Especially since I pretty much ended up making my own wrapper around SFML anyway (for the sake of simplicity when interacting with the python scripting side that handles most of the game logic). But for just starting out with C++, SFML was far more comforting to have a familiar style of API.
Picking a tool at the time was kind of weird. XNA had just lost official support, so I was hesitant to continue to use C# (also I was kind of hesitant about portability back then since mono was youngish). The ika community had pretty much dried up entirely for maintaining it, and I wasn't very fond of pygame and other python game stuff. Unity was years away from proper 2d support and I kind of hated how heavy handed it is about the engine being in full control of certain things. So C++ with python scripting it was.
It has been one heck of a learning experience, but being able to plop things into a lower level language whenever python couldn't cut it performance wise has been handy (though I'm sure my naive C++ is way slower than other options). The biggest bummer has actually been how many smaller game tools (game ui, particle effect editors, etc) have moved to operating solely within specific engines or libraries (mostly Unity, but also other things).