Proletarian Ninja X source code 12 | ♥ 3

You can download the source code here:
Proletarian Ninja X (source code)

You can also play the game here.

Please remember that this is NOT an open source game. So do not copy, do not sell, do not reuse and do not feed your cat with it. It is provided only for learning & sharing purposes.

You will need Haxe 3 to compile this. FlashDevelop is recommended too.


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  1. Gera: « 

    I'ts not "keep it simple sam", it's not "keep it short and simple", STOP trying to make up ways to take the "stupid" away.

    October 1, 2013 at 21:38
  2. Pierre: « 

    I totally agree, this kind of fluidity or fury, where the mind is more focused on the intention than on the technique, can only be reached when you know what you are doing like the back of your hand. And to reach that point, you need to practice. Draw sprites and text, manage collisions, bind inputs, make fx, play sound, make levels … and do it over and over again, with different settings, in a different fashion. And then, the technique will disappear and free your mind to think about important things like game design and what will make your game fun.

    September 30, 2013 at 20:40
  3. Ahmed: « 

    Man i am really impressed by your game! you are really talented.
    How much time did it took you to reach this level?and a request, can you make a pixel art tutorial series :D ? please!

    September 24, 2013 at 09:44
  4. Victor Lee: « 

    Thanks for the sharing!
    I am going to learn Haxe now :D

    September 23, 2013 at 11:32
  5. Danecek: « 


    September 22, 2013 at 09:33
  6. Hamid: « 

    Oh, I just found it in your tutorials.

    September 19, 2013 at 13:44
  7. Hamid: « 

    Hi, thanks for providing this educational resource. I have a (somewhat noobish) question. How can I apply these beautiful patterns to the pixels?
    I mean, I know until that part which I probably have to upscale the image.

    September 19, 2013 at 13:30
  8. Janemba: « 

    Yeah I think this is it. In sports, martial arts and dance, you really have to carve the moves into your body until they become as natural as breathing.

    This state of mind occurs for writers too, which hints that it is dependant on the act of doing rather than on the bond between mind and body.

    So when making video games, I guess one would have to stick to a code architecture and a way of doing things, and build games and games and games using always the same techniques, no matter the genre, evolving slowly along the way.

    If I’m right then I guess this should relate to your experience :)
    I wonder, how many games have you made ? Do they all share a common code architecture and building technique ? It does seem like it, for your LD games at least.

    Finding this out is VERY helpful to me, as I’ve been doing the exact opposite for yeaaaars, haha xD

    Maybe you just helped me to save myself in 5 lines.

    September 14, 2013 at 01:29
  9. Sébastien Bénard: « 

    Yes I see what you mean. In these moments, it’s pretty much like if the brain switched to auto-cruise mode. But I guess it only happens when you work on a part that you have already done many times?

    September 13, 2013 at 22:35
  10. Janemba: « 

    Ha ha yes, it’s like you drink a can of KISS every day at breakfast. It clearly helps with fluid coding, but I feel there’s more to it. Bear with me as I try to elaborate.

    I remember you saying you went into a coding fury during the making of Strike of Rage, and did lots in very little time. I think I know what this means. It’s a state of mind in which your body and your intent fuse together so that there is absolutely no friction between what you intend to do and what you actually end up doing. It’s all fluid and instantaneous.

    You can reach that point in many domains, from sports to drawing, writing and most likely, making games.

    Do you relate to this description ? (To be clear that doesn’t mean there’s no planning part, obviously, this state of mind only kicks in when you’re on the roll, when you already decided what to do)

    I crave to reach this level, but I haven’t been able to up till now. I guess it is too vague a feeling for you to give guidelines and stuff, unfortunately :)

    September 13, 2013 at 20:22
  11. Sébastien Bénard: « 

    Thanks :)
    I just apply the -almost- sacred principle “Keep it short & simple”. I don’t know if it can be called “fluidity”, but it helps to avoid over-engineering.

    September 13, 2013 at 17:30
  12. Janemba: « 

    I have to say that my cat is really pissed off right now. He was looking forward to this delicious meal of the most refined capitalist brand.

    Thanks for sharing your work again. Would you say that you can now code and make games like you can write, i.e fluidly, without stopping ?

    How long do you think it took you to reach that fluidity ? Any trick to reach it faster ? (probably “just keep going, idiot, you’ll get there eventually” :) )

    September 13, 2013 at 16:05