I was originally a Kickstarter backer when the developer was advertising the game as intended to be open-sourced, but then open-source became a Kickstarter goal so I withdrew the backing.
Show HN: Kandria, an action RPG made in Common Lisp, is now out
21–30 of 133 posts
Re: Show HN: Kandria, an action RPG made in Common Lisp, is now out
#22Are there any plans to support consoles (ps5, switch)?
Re: Show HN: Kandria, an action RPG made in Common Lisp, is now out
#23This is dope as heck. I used to contribute to the common lisp SDL2 bindings. Great to see a polished game on Steam written in Common Lisp! Recently saw one in Haskell too. And there have been several in Javascript over the years. Did you find you had to manually manage the GC? Did you take advantage of CLOS?
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 generic function called HANDLE that takes the event object and the handler object, for instance. The source code for the engine, Trial, and the game, Kandria, are both on our GitHu…
Update Bought a copy, definitely my jam. Played on the steam deck, noticed that the first time I used an action (move, jump, attack) there was a noticeable pause/stutter but has been smooth as butter afterwards.
PS: are you able to talk about the steam integration? I assume it's a C or C++ library of sorts and fairly straight-forward to extend; curious if you plan on releasing to another platform if it's possible to keep similar "achievments."
Also, kudos on the accessibility settings; changing damage and game speed, etc! Nice.
Re: Show HN: Kandria, an action RPG made in Common Lisp, is now out
#24Did you generate an executable machine code image with it?
How are you drawing graphics with Lisp (SDL, DirectX, OpenGL, something else)?
Re: Show HN: Kandria, an action RPG made in Common Lisp, is now out
#25This looks amazing! I'm guessing you may have answered these questions before somewhere so please point me to the information if so. I'd like to know what development environment you use (Emacs, SBCL and Slime?), what packages you used to create the graphics for the game, and what the game is compiled to. Thanks.
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/413 And the source code for the engine, Trial, and the game, Kandria, are both on our GitHub under Shirakumo.
Re: Show HN: Kandria, an action RPG made in Common Lisp, is now out
#26Re: Show HN: Kandria, an action RPG made in Common Lisp, is now out
#27This is dope as heck. I used to contribute to the common lisp SDL2 bindings. Great to see a polished game on Steam written in Common Lisp! Recently saw one in Haskell too. And there have been several in Javascript over the years. Did you find you had to manually manage the GC? Did you take advantage of CLOS?
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 generic function called HANDLE that takes the event object and the handler object, for instance. The source code for the engine, Trial, and the game, Kandria, are both on our GitHu…
Re: Show HN: Kandria, an action RPG made in Common Lisp, is now out
#28Congratulations! Ive been following development with your blog/yt for a bit, so Im excited to finally check it out.
Re: Show HN: Kandria, an action RPG made in Common Lisp, is now out
#29I was originally a Kickstarter backer when the developer was advertising the game as intended to be open-sourced, but then open-source became a Kickstarter goal so I withdrew the backing.
Re: Show HN: Kandria, an action RPG made in Common Lisp, is now out
#30Developing and shipping a full-fledged video game requires a lot of hard work and dedication. And writing a custom game engine and tool chain at the same time is really a heroic feat. Hats off to everyone, especially to Shinmera!