Updates to the game engine
It’s been a real busy time for us here at Lispy Snake, Ltd. Today we’ll update you with where we’re at, and where we’re going. Literally. Long story short we’re only about one week away from restoring feature parity with lispysnake2d and going far beyond that. We’re pretty darn proud of how the project is shaping up, with all the development happening in public. Quick Support Call Out Normally we stick this fella down the bottom of the page, but that’s in contradiction of the top-third rule.
Enter the Miniature Dragon
Man, have we been busy. Like, for real. In this post, we’ll introduce you to the name and mockups for our first title, as well as show you some open source goodness. The Last Peacekeeper This is the working title for our upcoming first game. We’ve done a whole lot of storyboarding and character development internally, and feel it’s time to show the world where we’re headed. The Last Peacekeeper Titlescreen Mock-up.
We’ve been working around the clock here at Lispy Snake HQ. To that end, we’ve brought about a load of engine improvements. Currently we now have sprite animations, scrolling backgrounds, entity states, irregular tile support, and much more. What’s Left To Do… Engine-near? In terms of reaching our first technical demos, we basically need to finish the following: Controller Hookup (I pressed a thing. Do a thing.
lispysnake2d: Animated Tiles
Well, we’ve been unusually quiet the last few days. Truth be known, we’ve been real busy. Architecting here, energy-drink-drinking there.. The end result? We got us some full Tiled Map Editor support in our engine, along with massive tiling and animation improvements. Lookie here.. Full TiledMapEditor support Don’t Bore Me - What Changed? Let’s keep this short and sweet. We implemented full TMX and TSX support in the engine, allowing us to automatically splice a texture according to the column/tilecount definitions (respecting padding, margin, etc).