Uploaded March 2019 | Updated September 2026, 2 hours ago
A video in a series, finishing with my next game, Krazy Karts!
This video shows the addition of a whole bunch of features - the game is starting to feel like, well, a game!!
A huge addition to the game has been the inclusion of music and in-game sounds. This adds so much to the experience, and is a good lesson for me in that I'll probably start adding in sound into my prototype games sooner as it gives a much better feel to the game than without.
I've also added in "cutscenes" to the beginning and end of races, which gives the players a chance to prep for the beginning of the race and also to display the winners of the race at the end of each race.
Lastly, I've improved the GUI slightly to give easier-to-read info to the player during gameplay.
This video also shows the addition of collision detection and a new map, but that is still work in progress and will be demonstrated more fully in a future update.
I will release the game on itch and all code on GitHub once I've finalised the game.
Credits:
This game uses a simple 2D game engine with pseudo-3d techniques: decidedly retro. I'm using a tweaked version of the one presented by javidx9; watch his brilliant tutorial here: youtu.be/ybLZyY655iY
This game uses the Chili Framework - which allows for pushing pixels to the screen and input / sound: http://wiki.planetchili.net/index.php... - thanks Chili!
Thanks to Eric Skiff (ericskiff.com/music) for his amazing music! This game uses a multitude of tracks from that site!
I've used the following sounds under the Attribution 3.0 license (creativecommons.org/licenses/by/3.0/):
Lawn Mower Cutoff Sound: Lawn Mower Cutoff Sound -SoundBible.com-517647793.wav - Mike Koenig - soundbible.com/3-Lawn-Mower-Cutoff-Sound-.html
Tires Squealing: Tires Squealing-SoundBible.com-1814115127.wav - Mike Koenig - soundbible.com/1178-Tires-Squealing.html
A video in a series, finishing with my next game, Krazy Karts!
This video shows the addition of a whole bunch of features - the game is starting to feel like, well, a game!!
A huge addition to the game has been the inclusion of music and in-game sounds. This adds so much to the experience, and is a good lesson for me in that I'll probably start adding in sound into my prototype games sooner as it gives a much better feel to the game than without.
I've also added in "cutscenes" to the beginning and end of races, which gives the players a chance to prep for the beginning of the race and also to display the winners of the race at the end of each race.
Lastly, I've improved the GUI slightly to give easier-to-read info to the player during gameplay.
This video also shows the addition of collision detection and a new map, but that is still work in progress and will be demonstrated more fully in a future update.
I will release the game on itch and all code on GitHub once I've finalised the game.
Credits:
This game uses a simple 2D game engine with pseudo-3d techniques: decidedly retro. I'm using a tweaked version of the one presented by javidx9; watch his brilliant tutorial here: youtu.be/ybLZyY655iY
This game uses the Chili Framework - which allows for pushing pixels to the screen and input / sound: http://wiki.planetchili.net/index.php... - thanks Chili!
Thanks to Eric Skiff (ericskiff.com/music) for his amazing music! This game uses a multitude of tracks from that site!
I've used the following sounds under the Attribution 3.0 license (creativecommons.org/licenses/by/3.0/):
Lawn Mower Cutoff Sound: Lawn Mower Cutoff Sound -SoundBible.com-517647793.wav - Mike Koenig - soundbible.com/3-Lawn-Mower-Cutoff-Sound-.html
Tires Squealing: Tires Squealing-SoundBible.com-1814115127.wav - Mike Koenig - soundbible.com/1178-Tires-Squealing.html



![Click-Through Windows feat. Bevy [Rust]
Bevy 0.10.0 introduces click-throughable windows, something I immediately wanted to test! Come join me on Twitch as we improve the overlay: https://www.twitch.tv/s0llygaming
Bevy Examples as demoed:
Transparent Window:
https://github.com/bevyengine/bevy/blob/main/examples/window/transparent_window.rs
Window Fallthrough:
https://github.com/bevyengine/bevy/blob/main/examples/ui/window_fallthrough.rs
by s0lly
https://www.twitch.tv/s0llygaming
https://discord.gg/kvappxm
https://twitter.com/s0lly Click-Through Windows feat. Bevy [Rust]](https://i.ytimg.com/vi/Sljhkwu3WDo/mqdefault.jpg)


![Pseudo 3D Graphics Engine! [v1]
Im pretty excited about this project! My intention here is to create a new game in a pseudo 3D setting. Im going to build up the graphics engine before working on the game, so this series will be focusing purely on the graphical side of things first before moving on to other game elements. As you can tell by the initial architectural choices, an Mayan / Aztec setting is likely.
So, what do I mean by Pseudo 3D game engine?
Well, firstly, the graphics are generated by transforming a simple 2D array of object coordinates into a fake 3D view. It doesnt use 3D mathematics at all, although some of those concepts have made their way across to how Ive implemented this design. In fact, I think this is quite a cool way to get used to thinking about 3D maths before actually diving in properly.
The obects in this world can (currently) only be rectangular walls or simple sprites. This type of design is very much the same as the ol classic Wolf 3D, which I thought added quite a nice retro vibe to the game.
The engine also fakes the sky and ground drawing using a very simple algorithm that takes up the grand total of 30 lines of code each. Very simple design.
One interesting feature of this video: Ive used the map directly from my Dungeons and Flagons game (https://youtu.be/tGRSpyUTAew) and loaded it into the application (with the pyramid being a nice additional touch). It landed up being a very interesting way to visual my 2D games - something I might use in different ways in the future.
The inspiration to create this engine came from the following videos from Javidx9:
Pseudo 3D Planes: https://youtu.be/ybLZyY655iY
Pseudo 3D FPS Engine: https://youtu.be/xW8skO7MFYw
However, Ive used quite different code to what he used - e.g. I dont raycast here at all - and have so far added a whole bunch of additional features that I think are really cool (e.g. the atmospheric effect to differentiate for distance).
A lot of the optimisations I thought of were inspired from Chilis Advanced C++ and 3D Fundamentals courses, in particular the line equations:
Advanced series: https://www.youtube.com/playlist?list=PLqCJpWy5Fohd6Hg5BW8eAjo5SzQQYl43S
3D Fundamentals: https://www.youtube.com/playlist?list=PLqCJpWy5Fohe8ucwhksiv9hTF5sfid8lA
The approaches that I am using seem to be pretty darn efficient and have this game running at a stable 60fps with quite a large game world setting.
Next, I want to add in sprite graphics that change based on the direction the object is facing (e.g. see a side on sprite if the associated object is facing to the side from your vantage point).
And, of course, animations!
Please comment if you have any ideas that youd like to see me try and implement! Pseudo 3D Graphics Engine! [v1]](https://i.ytimg.com/vi/V9ffZtq9_VU/mqdefault.jpg)



