Uploaded March 2019 | Updated September 2026, 1 hour ago
A video in a series, finishing with my next game, Krazy Karts!
This video shows the addition of ppwerups, with two powerups on display: laying "mines" and a "speed" powerup.
This allows a bit of variation to the game, and most of the "heavy lifting" in the codebase is now complete so that I should be able to add in a few more powerups with less effect than the first two took.
I think it's closing on time to add more content to the game now, so I will hopefully have a nice content update in the next video. After that, gameplay, sound, and graphics tweaking will be in order, with the final addition being new play modes - that "championship mode" option on the main screen still needs looking into!!
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 (https://creativecommons.org/licenses/...
Lawn Mower Cutoff Sound: Lawn Mower Cutoff Sound -SoundBible.com-517647793.wav - Mike Koenig - http://soundbible.com/3-Lawn-Mower-Cu...
Tires Squealing: Tires Squealing-SoundBible.com-1814115127.wav - Mike Koenig - http://soundbible.com/1178-Tires-Sque...
A video in a series, finishing with my next game, Krazy Karts!
This video shows the addition of ppwerups, with two powerups on display: laying "mines" and a "speed" powerup.
This allows a bit of variation to the game, and most of the "heavy lifting" in the codebase is now complete so that I should be able to add in a few more powerups with less effect than the first two took.
I think it's closing on time to add more content to the game now, so I will hopefully have a nice content update in the next video. After that, gameplay, sound, and graphics tweaking will be in order, with the final addition being new play modes - that "championship mode" option on the main screen still needs looking into!!
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 (https://creativecommons.org/licenses/...
Lawn Mower Cutoff Sound: Lawn Mower Cutoff Sound -SoundBible.com-517647793.wav - Mike Koenig - http://soundbible.com/3-Lawn-Mower-Cu...
Tires Squealing: Tires Squealing-SoundBible.com-1814115127.wav - Mike Koenig - http://soundbible.com/1178-Tires-Sque...








![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)

