<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom" xmlns:content="http://purl.org/rss/1.0/modules/content/"><channel><title>Video Game on Jar of Light</title><link>https://ali-rj.pages.dev/tags/video-game/</link><description>Recent content in Video Game on Jar of Light</description><generator>Hugo -- 0.155.0</generator><language>en-us</language><lastBuildDate>Thu, 05 Jan 2023 17:01:33 +0330</lastBuildDate><atom:link href="https://ali-rj.pages.dev/tags/video-game/index.xml" rel="self" type="application/rss+xml"/><item><title>Retro Zelda Clone in My Own 2D Game Engine</title><link>https://ali-rj.pages.dev/posts/retro-zelda-clone-in-my-own-2d-game-engine/</link><pubDate>Thu, 05 Jan 2023 17:01:33 +0330</pubDate><guid>https://ali-rj.pages.dev/posts/retro-zelda-clone-in-my-own-2d-game-engine/</guid><description>&lt;p&gt;This is a simple clone of the old famous game Legend of Zelda that I have created with my 2D game engine. I created an ECS 2D game engine using C++ and SFML (as a library for handling graphics and sound). Due to this software architecture, it is easy to create new levels in a script file and then use that file in the game as a level. I didn&amp;rsquo;t pick any specific scripting language for this and it has a simple format for now. But as one of my goals in this project, I want to adopt the Lua language for handling scripts as it gets more complicated.&lt;/p&gt;</description></item></channel></rss>