This is my in-progress entry for the 2017 Lisp Game Jam.
Here I'll give a brief rundown of things at various places.
OK, not much to see, but building static bodies and doing draw-debug for level sprites. No real optimization here, but it should be fine with the very limited level size we're likely to have.
Tweaked the gk-tilemap
stuff, implemented a map-screen
and the
tilemap stuff seems to all be rendering. This is going to use 16x16
tiles like Spell&Dagger, but this time they're going to be smaller so we can get more on the screen.
Also, scrolling and parallax for good measure. These aren't "fully implemented" yet, but the basic spots for where numbers go are there.
After tilemaps/tilesets are basically functioning (c085f5be0328243ff1f834b7f61a89d2b58403af), getting initialization stuff up. Bringing over some more stuff from prior game:
window.lisp
: Basic event loop etc, nothing terribly specialstartup.lisp
: Bunch of static initialized stuff on load, minus a bunch of the games-specific thingsutil.lisp
: A few things like getting time.
Bunch of stuff cleaned/commented from window so it just runs, some of this will come back, some might not. Main goal here is getting up and rendering maps ASAP.
First commit. So far:
- It should load without error
- I've picked/extracted a tileset for platform tiles
- I've started a TexturePacker project/tileset
I've also imported a few chunks of code from my prior LGJ entry last year. These include:
anim.lisp
, the animation subsystemassets.lisp
, the prior init/loader code for assetsimage.lisp
, for handling larger images (e.g. titlescreen)proto.lisp
, some basic defvars for project organizationsprite.lisp
, for managing individual sprites to drawtilemap.lisp
, for loading Tiled Map Editor tilesets and tilemapsutil.rpav-1.lisp
, some utilities I'd load anyway using my make-util
This is mostly generic stuff that any game is going to use, and a lot of these are going to be modified to fit Ninja Sphere. Physics/quadtree/etc stuff was not included, and some bits have already been cut from the above, since the idea is to use the new Box2D subsystem in GameKernel.