Some progress on my #lispgamejam entry. This is just placeholder, my son is drawing some new graphics assets. Still a lot of work on the gameplay and physics and levels...
Some progress on my #lispgamejam entry. This is just placeholder, my son is drawing some new graphics assets. Still a lot of work on the gameplay and physics and levels...
Evening four done! I've added pickups when a goblin is slain.
Evening three wrapped up! Simulation is complete, now to make it pretty and wrap it in a game!
~3 days down and we have collision physics and depth-aware pre-rendered backgrounds, using only 2 pngs!
I can now create scenes by:
- sketching out a minimap
- using the freecam to find a good angle
- take a screenshot with the map laid on the floor
- draw the background, and specify depth in the alpha channel
- polish the two images, game-ready scene done!
Tomorrow will be performance tuning, though I still get 60fps on my 2012 macbook, as well as minimizing the scope of game. #lispgamejam
Oh it is lisp game jam time again:
"May 15th 2026 at 6:00 AM to May 25th 2026 at 6:00 AM"
Evening two wrapped up for the lisp game jam!!
Autotiling bugs worked out and the flow field implementation is underway
Less than 2 days in and we have a fairly accurate recreation of PS1 style graphics, including:
- rgb8 to rgb5 bit color dithering (look closely at the start, similar to actual CRTs, the CRT shader makes it subtle
- affine texture mapping (warped textures)
- integer vertex snapping (wobbly polygons)
- 320x240 3d render resolution, with 640x480 interlaced output
Looking forward to adding a tank controlled player, 3rd person fixed camera, and pre-rendered scenes to walk around!
Evening one of the lisp game jam done!
Project is setup, and art style is well on its way to being nailed own.
Its time to jam again!
@MenacingMecha has put together a template this year to get you started with love2d and fennel along with their custom MFLF library