{"author_link":"\/users\/johnnysix","author_name":"johnnysix","author_uid":"johnnysix","comments":[],"epoch":1571613573,"event":"LD45","format":"md","ldjam_node_id":176108,"likes":0,"metadata":{"p_key":"137420","p_author":"johnnysix","p_authorkey":"1010272","p_urlkey":"353696","p_title":"Procedural sprite trees -  Wizarding Ninja's post-dare updating","p_cat":"LDJam ","p_event":"LD45","p_time":"1571613573","p_likes":"0","p_comments":"0","p_status":"WAYBACK","us_key":"1010272","us_name":"johnnysix","us_username":"johnnysix","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":9,"author":10272,"body":"# Progress, in a way.\n\n### Play the LD45 compo game here  \n## https:\/\/ldjam.com\/events\/ludum-dare\/45\/forest-ninja-wizard-ghost\n\nThis isn't pretty, I'd like to remake the game in unity so I could make all the trees as softbody physics ( and in theory, get a lot better performance on stuff like the lighting ) \n\nNew tree in level, with random branch creation \/size .\n\n![pfoeee.jpg](\/\/\/raw\/028\/2\/z\/29c0b.jpg)\n\nFrom level editor - with just placeholder 'tree' objects \n\n![pfoeee2.jpg](\/\/\/raw\/028\/2\/z\/29c0c.jpg)\n\nThe old sprites , with 'walkable' area highlighted  -\n\n![pfoeee3.jpg](\/\/\/raw\/028\/2\/z\/29c10.jpg)","comments":0,"created":"2019-10-20T23:16:45Z","files":[],"files-timestamp":0,"id":176108,"love":0,"meta":[],"modified":"2019-10-20T23:23:23Z","name":"Procedural sprite trees -  Wizarding Ninja's post-dare updating","node-timestamp":"2019-10-20T23:23:23Z","parent":169368,"parents":[1,5,9,159347,169368],"path":"\/events\/ludum-dare\/45\/forest-ninja-wizard-ghost\/proceural-trees","published":"2019-10-20T23:19:33Z","scope":"public","slug":"proceural-trees","subsubtype":"","subtype":"","type":"post","version":531401},"node_metadata":{"n_key":"176108","n_urlkey":"353696","n_parent":"169368","n_path":"\/events\/ludum-dare\/45\/forest-ninja-wizard-ghost\/proceural-trees","n_slug":"proceural-trees","n_type":"post","n_subtype":"","n_subsubtype":"","n_author":"10272","n_created":"1571613405","n_modified":"1571613803","n_version":"531401","n_status":"WAYBACK"},"source_url":"https:\/\/ldjam.com\/events\/ludum-dare\/45\/forest-ninja-wizard-ghost\/proceural-trees","text":"# Progress, in a way.\n\n### Play the LD45 compo game here  \n## https:\/\/ldjam.com\/events\/ludum-dare\/45\/forest-ninja-wizard-ghost\n\nThis isn't pretty, I'd like to remake the game in unity so I could make all the trees as softbody physics ( and in theory, get a lot better performance on stuff like the lighting ) \n\nNew tree in level, with random branch creation \/size .\n\n![pfoeee.jpg](\/\/\/raw\/028\/2\/z\/29c0b.jpg)\n\nFrom level editor - with just placeholder 'tree' objects \n\n![pfoeee2.jpg](\/\/\/raw\/028\/2\/z\/29c0c.jpg)\n\nThe old sprites , with 'walkable' area highlighted  -\n\n![pfoeee3.jpg](\/\/\/raw\/028\/2\/z\/29c10.jpg)","title":"Procedural sprite trees -  Wizarding Ninja's post-dare updating","wayback_source":[]}