Mar 30 2017
Finally started on something I’ve been wanting to do for a very long time. A serious try to port Ripple Dot Zero to haxe, so I can compile it to c++, run it on Windows with full gamepad support and full, smooth framerate!
This is after a few hours of experimenting with openFLs new
Tilemap API, and one day of porting (well… mostly rewriting) the tile rendering part of my old engine. Now it runs on a solid 60 fps after compiling to C++, even though there are tons of optimizations to be done.
Right now it renders all static tiles (no animated tiles, and no sprites) from an existing level, and lets the camera move in a huge sine wave over it.
A very promising first step!
Jun 13 2013
Lets cut it short! Ripple Dot Zero is my Magnum Opus! For five years me and my childhood friend, Simon Stålenhag, worked on this in our spare times. It’s an action platformer, heavily inspired by our favourite childhood Sega Genesis game titles such as Sonic the hedgehog, Strider, Wonderboy in Monster World…
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May 16 2013
(Edit: Ripple Dot Zero is live and playable on www.rippledotzero.com)
If you missed the announcement-trailer you have to check it out immediately! Yes now! Do it!
In-game screenshot from Ripple Dot Zero
Today is a big day for me. Today we announce the official release date for Ripple Dot Zero, my long ever-lasting game project together with Simon (you can find more Ripple info on our Pixeltruss-blog), but right now I just want to share my personal view.
I wrote the very first line of code for this project in February 2008, that was for our custom made level editor, and started working on the game engine shortly thereafter. That is more than five years ago!!!
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