Uploaded November 2018 | Updated September 2026, 1 hour ago
A video in a series, finishing with my OLC 2018 Game Jam submission, Dungeons and Flagons! See the Game Jam page here: itch.io/jam/olc-codejam-2018
This video displays the lighting mechanism that I wanted in the game - your character's light fades slowly, and you'll need to collect torches to keep the light alive.
For the Game Jam, I'm going to release a cut down version of where I want the game to end up at. That'll all be in the next video.
I will release the game on itch and all code on GitHub once I've finalised the game.
Using the Chili Framework: http://wiki.planetchili.net/index.php... - thanks Chili!
A video in a series, finishing with my OLC 2018 Game Jam submission, Dungeons and Flagons! See the Game Jam page here: itch.io/jam/olc-codejam-2018
This video displays the lighting mechanism that I wanted in the game - your character's light fades slowly, and you'll need to collect torches to keep the light alive.
For the Game Jam, I'm going to release a cut down version of where I want the game to end up at. That'll all be in the next video.
I will release the game on itch and all code on GitHub once I've finalised the game.
Using the Chili Framework: http://wiki.planetchili.net/index.php... - thanks Chili!

![2D Game Engine in C++: [1] Adding Sprites
This is the first video documenting the making of a 2D Game Engine for use in my next series of games. These games will likely be a relatively wide array of 2D game types, so the engine needs to have a bunch of features to handle different situations without too much in the way of modification.
This first video shows the first step: drawing a single sprite to the screen, allowing for rotation and scaling of a single object around the centre of the screen.
This is actually my second try at a 2D game engine. The first game engine was great - but only as a first attempt. I learned a lot from the approach that I used, including making a game called AstroVoids -
but the key lesson was that of how not to do things, as the performance was very poor. This is because I was effectively using a per-pixel raycasting type approach on all screen pixels. I believe that the approach that Im using here is far less CPU intensive. Only time will tell!
I will release all code on GitHub once Ive finalised the engine - and have nice looking code to boot!
Using the Chili Framework: http://wiki.planetchili.net/index.php... - thanks Chili! 2D Game Engine in C++: [1] Adding Sprites](https://i.ytimg.com/vi/d3LCJHOqBZg/mqdefault.jpg)








