{"author_link":"\/users\/ohsqueezy","author_name":"ohsqueezy","author_uid":"ohsqueezy","comments":[],"epoch":1571519401,"event":"LD45","format":"md","ldjam_node_id":176067,"likes":6,"metadata":{"p_key":"137394","p_author":"ohsqueezy","p_authorkey":"1003680","p_urlkey":"353670","p_title":"space rascals","p_cat":"LDJam ","p_event":"LD45","p_time":"1571519401","p_likes":"6","p_comments":"0","p_status":"WAYBACK","us_key":"1003680","us_name":"ohsqueezy","us_username":"ohsqueezy","event_start":"1570147200","event_key":"78","event_name":"Ludum Dare 45"},"node":{"_collation":{"body_sanitizer":"TextUtils::SanitizeHTML via existing importer","event":"LD45","removed_author":false},"_superparent":159347,"_trust":2,"author":3680,"body":"I released the first post-jam version of my submission [*cakewalk*](https:\/\/ldjam.com\/events\/ludum-dare\/45\/cakewalk). It is mostly a graphics update where the placeholder graphics for enemies are replaced by space rascals who are a fish, a shuriken, a flame and a cannon. There are also some graphics effects like a glowing line, explosion and warping level transition. All the updates are additions I wanted to make during the jam but didn't have enough time. They're meant to move the game away from a minimalist, abstract style toward something more substantial which I think makes more sense for the game since it already has a main character. And so now we know what the cake is up against!\n\n![rascals.png](\/\/\/raw\/06e\/z\/29b77.png)\n\n\nThese are zoomed in versions of very small 12x12 sprites. I didn't want to increase the size of the enemies because I would have to change the design to deal with new collision parameters, so I just made very small graphics. I like them, but well, they are tiny, and therefore difficult to both see and make. They look a lot better than the original X graphic, though.\n\n![cakewalk_0.2.gif](\/\/\/raw\/06e\/z\/29b7f.gif)\n\nThe other graphics additions are effects generated by pygame code. The glowing line uses algorithmic generation to add a random gradient to the line each time a level loads. The portal and explosion are sprites built by looping through position and alpha parameters using ellipses. And the warp is a simple scaling effect that is generated at run time to avoid scaling a large image in real time.\n\nhttps:\/\/youtu.be\/cIOE2q2nspA\n\nI started a [dev log](https:\/\/ohsqueezy.itch.io\/cakewalk\/devlog\/105482\/space-rascals) on itch (with basically the same information), and I also finally made a mac build for 64-bit OS X 10.14 (it should work on other 64-bit versions, but I haven't done a lot of testing for mac)! The OS X build is available on the [jam submission page](https:\/\/ldjam.com\/events\/ludum-dare\/45\/cakewalk) along with Windows and Linux versions.\n\n![fish-1.png](\/\/\/raw\/06e\/z\/29b7d.png)","comments":0,"created":"2019-10-19T20:25:18Z","files":[],"files-timestamp":0,"id":176067,"love":6,"love-timestamp":"2019-10-20T23:47:47Z","meta":[],"modified":"2019-10-20T23:47:47Z","name":"space rascals","node-timestamp":"2019-10-19T21:18:51Z","parent":163116,"parents":[1,5,9,159347,163116],"path":"\/events\/ludum-dare\/45\/cakewalk\/space-rascals","published":"2019-10-19T21:10:01Z","scope":"public","slug":"space-rascals","subsubtype":"","subtype":"","type":"post","version":531218},"node_metadata":{"n_key":"176067","n_urlkey":"353670","n_parent":"163116","n_path":"\/events\/ludum-dare\/45\/cakewalk\/space-rascals","n_slug":"space-rascals","n_type":"post","n_subtype":"","n_subsubtype":"","n_author":"3680","n_created":"1571516718","n_modified":"1571615267","n_version":"531218","n_status":"WAYBACK"},"source_url":"https:\/\/ldjam.com\/events\/ludum-dare\/45\/cakewalk\/space-rascals","text":"I released the first post-jam version of my submission [*cakewalk*](https:\/\/ldjam.com\/events\/ludum-dare\/45\/cakewalk). It is mostly a graphics update where the placeholder graphics for enemies are replaced by space rascals who are a fish, a shuriken, a flame and a cannon. There are also some graphics effects like a glowing line, explosion and warping level transition. All the updates are additions I wanted to make during the jam but didn't have enough time. They're meant to move the game away from a minimalist, abstract style toward something more substantial which I think makes more sense for the game since it already has a main character. And so now we know what the cake is up against!\n\n![rascals.png](\/\/\/raw\/06e\/z\/29b77.png)\n\n\nThese are zoomed in versions of very small 12x12 sprites. I didn't want to increase the size of the enemies because I would have to change the design to deal with new collision parameters, so I just made very small graphics. I like them, but well, they are tiny, and therefore difficult to both see and make. They look a lot better than the original X graphic, though.\n\n![cakewalk_0.2.gif](\/\/\/raw\/06e\/z\/29b7f.gif)\n\nThe other graphics additions are effects generated by pygame code. The glowing line uses algorithmic generation to add a random gradient to the line each time a level loads. The portal and explosion are sprites built by looping through position and alpha parameters using ellipses. And the warp is a simple scaling effect that is generated at run time to avoid scaling a large image in real time.\n\nhttps:\/\/youtu.be\/cIOE2q2nspA\n\nI started a [dev log](https:\/\/ohsqueezy.itch.io\/cakewalk\/devlog\/105482\/space-rascals) on itch (with basically the same information), and I also finally made a mac build for 64-bit OS X 10.14 (it should work on other 64-bit versions, but I haven't done a lot of testing for mac)! The OS X build is available on the [jam submission page](https:\/\/ldjam.com\/events\/ludum-dare\/45\/cakewalk) along with Windows and Linux versions.\n\n![fish-1.png](\/\/\/raw\/06e\/z\/29b7d.png)","title":"space rascals","wayback_source":[]}