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Pirate shooting balls at skeletons, using physics

The project developed during a presentation Coding games using Castle Game Engine and Delphi (Dev Days of Summer 2024).

Download the compiled binaries from snapshot release.

Features shown

Screenshots

Screenshot from editor Screenshot 1 Screenshot 2 Screenshot 3

Version at presentation

No cheating, this was created in ~1 hour, from absolute scratch and you can watch how it happened and see all my mistakes on the video!

... after the recording I only did really small stuff:

  • reworked OnCollisionEnter to use 1 method SkeletonCollides for all 3 enemies (during recording I already mentioned this bit of code could be better, I was just in a hurry),
  • fixed FPC compatilibity,
  • added README and screnshots,
  • added .github workflow to build the project using GitHub Actions,
  • better colliders, cache to load cliffs faster.

Authors and license

Code:

Data (all pirate-themed assets):

  • By Quaternius.

  • License: public domain. Literally do what you want.

  • In this project, we used many assets from his Pirate Kit.

    The subdirectory data/pirates/ in this repo contains a subset of the assets from this pack. We only removed unused assets to minimize snapshot release size. We refer to the assets there from engine design files (.castle-user-interface) created using the engine editor.

  • Support the creator on Patreon!

Building

Using Castle Game Engine.

Compile by:

  • CGE editor. Just use menu items "Compile" or "Compile And Run".

  • Or use CGE command-line build tool. Run castle-engine compile in this directory.

  • Or use Lazarus. Open in Lazarus creature_behaviors_standalone.lpi file and compile / run from Lazarus. Make sure to first register CGE Lazarus packages.

  • Or use Delphi. Open in Delphi creature_behaviors_standalone.dproj file and compile / run from Delphi. See CGE and Delphi documentation for details.