Developing Flash games with Common Lisp

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Jun. 18th, 2008 | 09:59 am

Ok, Common Lisp is a small piece of a large development setup. But I couldn't resist linking to a developer interview with Austin Haas of Pet Tomato, since it includes this exchange:

In the alpha discussion, it was often suggested that you should have a UI gauge to show your fart “fuel.” Can you elaborate on why you chose not to implement this?

Simplicity. I’m still not sure about it, though. Lately, I’ve considered the idea of having him fade-in/out and sweat a little to indicate when you are really tapped and shouldn’t try to fart so soon.

Check out the development setup listed at the end for the Common Lisp connection.

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Comments {2}

Thanks!

from: anonymous
date: Jun. 18th, 2008 02:16 pm (UTC)
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Thanks, Xach!

When we have time, we're going to release another installment of this game that utilizes a collection of backend components written in Common Lisp, using SBCL, Hunchentoot, and Postmodern, to allow players to create and submit their own game levels. We use that stuff internally now and it's working great, but we need to clean it up before it's ready for public use.

-austin

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Luke Gorrie

Cool!

from: [info]lukego
date: Jun. 22nd, 2008 07:40 pm (UTC)
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Cool! I've just been playing Puzzlefarter over the weekend, it's brilliant. Really interesting to hear that Flash developers don't all use weird and wonderful Adobe IDEs.

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