Thank you! Yep, it was exactly amulet behind this :)
Andrew
Creator of
Recent community posts
That sounds tasty :) Will definitely give it a go (I’m a big fan of Fennel myself, even had a couple of jam submissions written in it). Although I can’t quite imagine a language more concise than Scheme, since (in my opinion) it is incredibly slick and well-designed. Still, I get your point about polymorphic collections. Thanks for your thoughts!
Thanks! Liballegro is basically just like quite popular SDL library, but, erm, different :) In my opinion, liballegro’s APIs are more cohesive than SDL’s. And yes, Common Lisp is a lovely language, I absolutely obsess about it :)
I might not be able to do games as well as the itch.io ones haha.
Well, they say “never say never” :)
Hey Wayne, thank you :) Yes, Common Lisp can do a lot of things, including gamedev; as someone else put it, it is the most low-level language of high-level languages, meaning you can easily do both high-performance low-level programming and high-level idea abstraction in it. I’m using liballegro library as the backbone of the game, and a few other libraries, and of course Quicklisp for the package management. You can find the details in both devlog and the documentation of the game engine I’m making. Cheers :)
You're welcome :)
Since you're using Racket, which is modern and all, it's not that hard to implement deployment. I've implemented it for my entry for some previous Lisp Game Jam - feel free to grab the files :) You'll be interested in Makefile, which builds it for Linux, and build.ps1, which does Windows build.
Thanks for trying it out and pointing out deployment problems! I'll try to spin up Fedora VM to check it out.
"failed to open ‘maps/map.tmx" probably means that you're launching it from the parent directory, like "bin/dld". Please run it from the bin directory itself, like "./dld", it tries to find assets relative to current directory (perhaps I should do something about that later).
Thanks for trying it out!
Yeah, I'll definitely add ranged combat and spells at some point, I just hadn't had the time to do it during the jam.
I'm glad you've enjoyed sound effects, I've spent quite some time choosing those on opengameart and then editing in Audacity :)
The combat is actually as close to classic Diabloids as I could've done it. The trick there is to click on enemy while the health bar is displayed above and then not to release mouse button, so your character would continue attacks until the enemy is dead :)
Thanks again for your feedback!