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Shinmera
searching PlanetScale…
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31.
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by
Shinmera
4y ago
I hope the fact that game code is very hacked together won't deter you :)
32.
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by
Shinmera
4y ago
My mind about this has always been in a couple directions, but none of them point towards not open sourcing things. So, for one, I very heavily doubt that anyone would take this source code in Lisp of all things and release a product that c
33.
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by
Shinmera
4y ago
Thanks!
34.
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by
Shinmera
4y ago
Thank you very much!
35.
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by
Shinmera
4y ago
SBCL. Yes. OpenGL, using GLFW for the context wrangling.
36.
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by
Shinmera
4y ago
Not a dumb question at all. You need a full copy of the game from Steam or somewhere else to hack the game. You can get the source code here: https://github.com/shirakumo/kandria and hack on it that way. You can also j
37.
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by
Shinmera
4y ago
Sorry, my brain is fried. It's already available for Linux on itch and Steam is what I meant to say.
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by
Shinmera
4y ago
All that steam requires is a native executable to launch, and that you load their steamworks library and initialise it, which should be one or two FFI calls.
39.
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by
Shinmera
4y ago
Official modding support is coming as the second major post launch update. Mac version isn't supported because I got tired of Apple constantly breaking things and making them way more difficult, while still having the worst documentati
40.
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Shinmera
4y ago
It's already available for GOG. You can get it on Steam, Itch, or on our website. All versions are DRM free.
41.
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Shinmera
4y ago
There's also https://github.com/Shinmera/talks/blob/master/gic2021-highly... which gives a broad overview for non-lispers.
42.
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by
Shinmera
4y ago
Yeah I know about GOAL and OpenGOAL and all that.
43.
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by
Shinmera
4y ago
Thanks! I hope you have a good time with it.
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Shinmera
4y ago
It definitely has Knytt influences in there and features a lot of exploration, but there are a lot more platforming challenges especially in the later sections. There are accessibility options that let you toggle infinite dashes on and off
45.
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by
Shinmera
4y ago
Thank you :)
46.
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by
Shinmera
4y ago
Thanks! Hope you enjoy it!
47.
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by
Shinmera
4y ago
Yeah, it started out with just Celeste mechanics before everything else happened. Thanks!
48.
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by
Shinmera
4y ago
Common Lisp is pretty cool, and to my knowledge this is the first major game title using it that is actually released.
49.
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by
Shinmera
4y ago
Hmmm. I might have to take another look at optimisation for the deck, then. Sure. I use the cl-steamworks library I wrote. https://shinmera.github.io/cl-steamworks/ Their API frankly sucks and getting the integration g
50.
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by
Shinmera
4y ago
Thanks!
51.
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by
Shinmera
4y ago
Thanks, hope you have a good time with it!
52.
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by
Shinmera
4y ago
I want to investigate Switch support more deeply this year, and we have a potential way to do it. However, consoles are difficult due to their restrictive nature, especially regarding JIT and other techniques like signals and interrupts, wh
53.
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Shinmera
4y ago
The source code for the engine, Trial, and the game, Kandria, are both open and on our GitHub under Shirakumo.
54.
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by
Shinmera
4y ago
I use Emacs, Slime, SBCL, yes. Since it uses SBCL, game code is compiled to native machine code for each supported platform and architecture. You can find more info on the dev process here: https://reader.tymoon.eu/article&#
55.
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by
Shinmera
4y ago
Thank you! I hope you enjoy playing it!
56.
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by
Shinmera
4y ago
Thanks! I wrote about exactly that a while ago: https://reader.tymoon.eu/article/413
57.
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by
Shinmera
4y ago
There's a lot of aspects that are extremely Lispy. The best example is our dialogue scripting language, Speechless: https://shirakumo.github.io/speechless You can run arbitrary lisp snippets to form conditions, branchi
58.
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by
Shinmera
4y ago
The source code for the engine, Trial, and the game, Kandria, are both on our GitHub under Shirakumo. It's all zlib licensed. The code base isn't great for learning though, I'd say. Game development usually does not leave the
59.
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by
Shinmera
4y ago
I had to do a little bit to avoid insane amounts of consing, but honestly not a lot. And the optimisations I just did after the fact, gradually. I use CLOS a lot for everything. The event system is literally just an array of handlers and a
60.
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by
Shinmera
4y ago
Thanks! Hope you enjoy playing it on the Deck! :)
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