My platforming game written in C 89
My platforming game written in C 89
I have been working on this game somewhat sparsely for the past three years or so. However, it is still in a very early stage, and there is a lot of work to do. One of my friends encouraged me to post about it here, since he felt people might find interesting how I don’t use any libraries for it. The game can be played on a browser by virtue of WebAssembly. There are native ports using either MiniFB or SDL2, but you have to build those yourself. I decided to write the game in C because I feel like it is a simple language that a lot of people can understand well enough, and I didn’t think I needed anything more involved or complicated. Over time, the game’s code became complicated, and I decided to use advanced features such as coroutines and higher order procedures, besides general overly engineered abstractions. But then, over time I grew to feel like a lot of those abstractions didn’t really add anything to it, and just made it more complicated (and oftentimes more buggy) than it really needed to be, so a few weeks ago, I made a significant refactoring to it to remove all of those abstractions without removing almost any features from the game. Milestones are released effectively whenever I get the game’s code to a decently presentable state. Sometimes, this means there are a lot of changes and big refactorings, but sometimes it means there are only a few small changes. The game uses a simple 2D model system to generate images for the character’s animations dynamically during initialisation. (The source code can be browsed using a web browser on its page.) The character can be controlled using the arrow keys or “WASD” (“A” and “D”) (double-tap a direction to jump).
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