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fightlessbirds

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A member registered Oct 11, 2017 · View creator page →

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Thanks! 😁 It would have been too easy without the limited FOV.

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I participated in the previous BASIC jam, but withdrew from it because I got distracted and didn't make the deadline. I recently started working on that project again and got it to a playable state. I learned a lot about maze generation using algorithms. I used Cerberus X to develop it. You can play it in the browser here: Maze Game


This is NOT an entry for the current jam. Only sharing because I thought it might be interesting.

Naalaa looks like a cool project. I like that it has its own tilemap editor.

Awesome! I like to use Cerberus X because it can export to HTML5.

I would like to work with Cerberus X, which is a community maintained fork of Monkey (Mark Sibley's next language after BlitzMax). It has a very similar syntax to BlitzMax. Would it be groovy to use this language?

Coming into a game jam on the final day to self-promote. Very cringe, OP.

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My submission for the jam is not a game, but an engine I made in BlitzMax. The main attraction is the entity component system.

https://github.com/fightlessbirds/rcge

-Entities are basically a unique ID with some related components.
-Components are an object with fields.
-Systems are chunks of logic.

The ECS allows one to dynamically build entities at runtime, adding and removing components at will. Systems will only process entities with components they are concerned about.

While working on this I took inspiration from some existing ECS implementations: artemax.mod (BlitzMax), Ashley (Java),  crafty.jsesper (Python)

Here is a nice article explaining what an ECS is and what its advantages are.

I'm loving the new controls!