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Ninja Sphere

This is my in-progress entry for the 2017 Lisp Game Jam.

Dev Log

Here I'll give a brief rundown of things at various places.

First Physics

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.

<img src="http://ogmo.mephle.net/ninja-sphere/level_static.png">

Graphics Finally

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.

<img src="http://ogmo.mephle.net/ninja-sphere/parallax_small.gif">

Second Swipe

After tilemaps/tilesets are basically functioning (c085f5be0328243ff1f834b7f61a89d2b58403af), getting initialization stuff up. Bringing over some more stuff from prior game:

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 Take

First commit. So far:

I've also imported a few chunks of code from my prior LGJ entry last year. These include:

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.