{"author_link":"\/users\/technonugget","author_name":"TechnoNugget","author_uid":"technonugget","comments":[],"epoch":1526085873,"event":"LD41","format":"md","ldjam_node_id":96536,"likes":4,"metadata":{"p_key":"115097","p_author":"TechnoNugget","p_authorkey":"1003702","p_urlkey":"331057","p_title":"A Tribute to Mayhem - Post Jam Update!","p_cat":"LDJam ","p_event":"LD41","p_time":"1526085873","p_likes":"4","p_comments":"0","p_status":"WAYBACK","us_key":"1003702","us_name":"TechnoNugget","us_username":"technonugget","event_start":"1524182400","event_key":"72","event_name":"LD 41"},"node":{"_collation":{"body_sanitizer":"TextUtils::SanitizeHTML via existing importer","event":"LD41","removed_author":false},"_superparent":73256,"_trust":6,"author":3702,"body":"# A\u0489 Tribute to M\u0315\u0362\u0336\u0326\u0331\u0345a\u035d\u0358\u0348\u032b\u0324\u0318\u0317\u0319y\u0335\u0489\u0321\u0316\u033b\u032e\u0348h\u0341\u035e\u0327\u0323\u0323\u0356\u0316\u0348\u0316\u0354\u0329\u033a\u0359\u0317\u0316\u0324\u0347\u0353\u0345\u0355e\u0360\u0315\u0340\u035f\u0333\u0317\u0356\u031f\u031d\u0330\u033c\u032a\u0332m\u0328\u0322\u0328\u0328\u032c\u0329\u0354\u034e\u034d\u0353\u0339\u0326\u033b\u0330\u0348\u033a\u034e\u0324\u0320\u0326\n\n![itchCover.gif](\/\/\/raw\/67e\/z\/14c60.gif)\n\nHey Guys, I'm pleased to report that I'm back with a pretty massive update to my Ludum Dare 41 entry!\n\nIf you enjoyed the original jam version of the game, you should check out the post-jam version [**available on my game page**](https:\/\/ldjam.com\/events\/ludum-dare\/41\/a-tribute-to-mayhem), to play it, go to the **Links** section and click on the link labeled **\"Post-Jam Version\"**  \nIt's all in **native HTML5 and JavaScript**, so no downloads required, and no dealing with any buggy WebGL Unity builds.\n\n**Note:** If you plan on rating it and haven't tried the Jam Version yet, **play the jam version first** and rate **before** you try out the new version.\n\n# Changelog:\n\n* Dynamic gore \/ blood system using HTML5 Canvas manipulation. This makes for more satisfying **M\u0315\u0360\u034f\u0328\u031c\u0325\u0316\u0326\u0349\u032f\u033b\u032c\u0325\u0345\u032c\u0353\u0347U\u0358\u0358\u0320\u034e\u0324\u0355\u032a\u032f\u0325\u0355\u0316\u032f\u033cR\u0338\u0337\u0321\u032d\u0333\u0324\u0326\u032f\u0316\u032e\u0324\u0333\u0333\u0345\u031e\u0326\u031f\u0320D\u0337\u0358\u0361\u0362\u0322\u0339\u0332\u0333\u0333\u0349\u0325E\u031b\u0336\u0321\u0339\u031e\u0356\u032dR\u0335\u0358\u035e\u0340\u0355\u0345\u032b\u0354\u033b\u0319** ![grenadeKill.gif](\/\/\/raw\/67e\/z\/14c62.gif)\n\n* Sweet new spooky soundtrack composed by the very talented and much underappreciated [Mark Sparling](https:\/\/twitter.com\/Markymark665)\n\n* Better sound effects!\n\n* Updated graphics!\n\n* 5 New cards with powers that build off each other![plasmaRampage.gif](\/\/\/raw\/67e\/z\/14c63.gif)\n\n* 1 Brand new enemy mob!\n\n* 3 (and a half?) New mini-bosses!\n\n* 2 New levels!\n\n* Completely revamped progression system that spawns easier enemies in earlier waves and harder enemies in the later waves!\n\n* Levels now change in between waves\n\n* Better controls, much less confusing\n\n* Updated instructions page\n\n\nSo probably the most notable thing in this update is the blood and gore effects. I think it adds a lot to the the feel and more closely represents what I had in mind when I first envisioned the game. Also the game now fits it's title much better. And to be honest, it wasn't all that hard to implement. I basically just created a new canvas object - the `goreCanvas`, and whenever I wanted some blood to appear on screen I'd render it to that canvas. And at the end of each frame I'd then render the `goreCanvas` to the main rendering canvas and put it all together. When the main canvas was refreshed, the gore canvas stayed the same, so the blood stayed on the walls in between each frame.  \nOn top of that there is a sort of blood drying effect that occurs to the blood over a longer period of time, new blood will appear brighter and \"more fresh\" where as the older blood darkened and faded. To achieve this effect, I simply applied a \"#888\" hex tint with an alpha value of 0.005 to the `goreCanvas` every so often (about 5 times per second). To me, the drying effect is much more noticeable with the green blood than with the red.\n\nAll in all I am happy with the result and the new updated version. Give it a try if you're curious!  \nhttps:\/\/ldjam.com\/events\/ludum-dare\/41\/a-tribute-to-mayhem","comments":0,"created":"2018-05-11T23:59:18Z","files":[],"files-timestamp":0,"id":96536,"love":4,"love-timestamp":"2018-05-12T16:17:18Z","meta":[],"modified":"2018-05-12T16:17:18Z","name":"A Tribute to Mayhem - Post Jam Update!","node-timestamp":"2018-05-12T00:44:33Z","parent":79679,"parents":[1,5,9,73256,79679],"path":"\/events\/ludum-dare\/41\/a-tribute-to-mayhem\/a-tribute-to-mayhem-post-jam-update","published":"2018-05-12T00:44:33Z","scope":"public","slug":"a-tribute-to-mayhem-post-jam-update","subsubtype":"","subtype":"","type":"post","version":285817},"node_metadata":{"n_key":"96536","n_urlkey":"331057","n_parent":"79679","n_path":"\/events\/ludum-dare\/41\/a-tribute-to-mayhem\/a-tribute-to-mayhem-post-jam-update","n_slug":"a-tribute-to-mayhem-post-jam-upd","n_type":"post","n_subtype":"","n_subsubtype":"","n_author":"3702","n_created":"1526083158","n_modified":"1526141838","n_version":"285817","n_status":"WAYBACK"},"source_url":"https:\/\/ldjam.com\/events\/ludum-dare\/41\/a-tribute-to-mayhem\/a-tribute-to-mayhem-post-jam-update","text":"# A\u0489 Tribute to M\u0315\u0362\u0336\u0326\u0331\u0345a\u035d\u0358\u0348\u032b\u0324\u0318\u0317\u0319y\u0335\u0489\u0321\u0316\u033b\u032e\u0348h\u0341\u035e\u0327\u0323\u0323\u0356\u0316\u0348\u0316\u0354\u0329\u033a\u0359\u0317\u0316\u0324\u0347\u0353\u0345\u0355e\u0360\u0315\u0340\u035f\u0333\u0317\u0356\u031f\u031d\u0330\u033c\u032a\u0332m\u0328\u0322\u0328\u0328\u032c\u0329\u0354\u034e\u034d\u0353\u0339\u0326\u033b\u0330\u0348\u033a\u034e\u0324\u0320\u0326\n\n![itchCover.gif](\/\/\/raw\/67e\/z\/14c60.gif)\n\nHey Guys, I'm pleased to report that I'm back with a pretty massive update to my Ludum Dare 41 entry!\n\nIf you enjoyed the original jam version of the game, you should check out the post-jam version [**available on my game page**](https:\/\/ldjam.com\/events\/ludum-dare\/41\/a-tribute-to-mayhem), to play it, go to the **Links** section and click on the link labeled **\"Post-Jam Version\"**  \nIt's all in **native HTML5 and JavaScript**, so no downloads required, and no dealing with any buggy WebGL Unity builds.\n\n**Note:** If you plan on rating it and haven't tried the Jam Version yet, **play the jam version first** and rate **before** you try out the new version.\n\n# Changelog:\n\n* Dynamic gore \/ blood system using HTML5 Canvas manipulation. This makes for more satisfying **M\u0315\u0360\u034f\u0328\u031c\u0325\u0316\u0326\u0349\u032f\u033b\u032c\u0325\u0345\u032c\u0353\u0347U\u0358\u0358\u0320\u034e\u0324\u0355\u032a\u032f\u0325\u0355\u0316\u032f\u033cR\u0338\u0337\u0321\u032d\u0333\u0324\u0326\u032f\u0316\u032e\u0324\u0333\u0333\u0345\u031e\u0326\u031f\u0320D\u0337\u0358\u0361\u0362\u0322\u0339\u0332\u0333\u0333\u0349\u0325E\u031b\u0336\u0321\u0339\u031e\u0356\u032dR\u0335\u0358\u035e\u0340\u0355\u0345\u032b\u0354\u033b\u0319** ![grenadeKill.gif](\/\/\/raw\/67e\/z\/14c62.gif)\n\n* Sweet new spooky soundtrack composed by the very talented and much underappreciated [Mark Sparling](https:\/\/twitter.com\/Markymark665)\n\n* Better sound effects!\n\n* Updated graphics!\n\n* 5 New cards with powers that build off each other![plasmaRampage.gif](\/\/\/raw\/67e\/z\/14c63.gif)\n\n* 1 Brand new enemy mob!\n\n* 3 (and a half?) New mini-bosses!\n\n* 2 New levels!\n\n* Completely revamped progression system that spawns easier enemies in earlier waves and harder enemies in the later waves!\n\n* Levels now change in between waves\n\n* Better controls, much less confusing\n\n* Updated instructions page\n\n\nSo probably the most notable thing in this update is the blood and gore effects. I think it adds a lot to the the feel and more closely represents what I had in mind when I first envisioned the game. Also the game now fits it's title much better. And to be honest, it wasn't all that hard to implement. I basically just created a new canvas object - the `goreCanvas`, and whenever I wanted some blood to appear on screen I'd render it to that canvas. And at the end of each frame I'd then render the `goreCanvas` to the main rendering canvas and put it all together. When the main canvas was refreshed, the gore canvas stayed the same, so the blood stayed on the walls in between each frame.  \nOn top of that there is a sort of blood drying effect that occurs to the blood over a longer period of time, new blood will appear brighter and \"more fresh\" where as the older blood darkened and faded. To achieve this effect, I simply applied a \"#888\" hex tint with an alpha value of 0.005 to the `goreCanvas` every so often (about 5 times per second). To me, the drying effect is much more noticeable with the green blood than with the red.\n\nAll in all I am happy with the result and the new updated version. Give it a try if you're curious!  \nhttps:\/\/ldjam.com\/events\/ludum-dare\/41\/a-tribute-to-mayhem","title":"A Tribute to Mayhem - Post Jam Update!","wayback_source":[]}