{"author_name":"Gjarble","cat":"LD #32","comments":[],"epoch":1429462980,"likes":0,"metadata":{"p_key":"18813","p_author":"Gjarble","p_authorkey":"5467","p_urlkey":"54134","p_title":"Progress Update: not much\u2026","p_cat":"LD #32","p_event":"LD32","p_time":"1429462980","p_likes":"0","p_comments":"0","p_status":"UPD5","us_key":"5467","us_name":"Gjarble","us_username":"gjarble","event_start":"1429228800","event_key":"27","event_name":"LD32"},"text":"<p>Well, the Nape stuff didn&#8217;t work out- turns out HaxeFlixel&#8217;s integration with Nape hasn&#8217;t been updated with the rest of HaxeFlixel, and trying to fix it only brought on more bugs. Now, it&#8217;s time for me to follow through on that promise I made to myself yesterday and drop Nape entirely. I&#8217;ve gotta find a workaround that doesn&#8217;t use a &#8220;real&#8221; physics engine for my core mechanic. I have an idea, but I can only hope it&#8217;ll work&#8230;<\/p>\n <p>Since I got next to nothing accomplished yesterday fiddling with that stuff, I&#8217;m entering the Jam. I guess the 48 hours comprised of today and tomorrow will be my &#8220;Compo&#8221; period.<\/p>","time":"April 19th, 2015 12:03 pm","title":"Progress Update: not much\u2026"}