{"author_name":"Ithildin","cat":"LD #32","comments":[],"epoch":1429297620,"likes":0,"metadata":{"p_key":"20543","p_author":"Ithildin","p_authorkey":"15664","p_urlkey":"55880","p_title":"In I am","p_cat":"LD #32","p_event":"LD32","p_time":"1429297620","p_likes":"0","p_comments":"0","p_status":"UPD5","us_key":"15664","us_name":"Ithildin","us_username":"\/author\/ithildin\/","event_start":"1429228800","event_key":"27","event_name":"LD32"},"text":"<p>Weather is really nice these days around here, so what better way to celebrate than shutting myself at home for two days of game making? \ud83d\ude00<\/p>\n <p>I&#8217;m undecided about the language\/development tools. I&#8217;m torn between two options (and &#8220;luckily&#8221; I haven&#8217;t\u00a0had\u00a0enough time to become comfortable with UE4 for 2D).<\/p>\n <p>If I go with\u00a0<strong>Haxeflixel<\/strong> (+FlashDevelop), I&#8217;ll probably\u00a0use\u00a0a small framework I built on top that relies on the loader from flixel-addons. You can find the\u00a0source code for the tiny framework here:\u00a0<a title=\"Wildrabbit LD Framework\" href=\"https:\/\/github.com\/wildrabbit\/wildrabbit_ld\" target=\"_blank\">https:\/\/github.com\/wildrabbit\/wildrabbit_ld<br \/>\n <\/a><br \/>\n In case\u00a0I go with <strong>Unity 5<\/strong> (+Visual Studio), depending on the game I might use some C# scripts I&#8217;ve done as part of a (work in progress) library I want to make to support tile maps. I haven&#8217;t had the time to put all the stuff together, so for now I&#8217;m just providing the source as a *.7z file. I apologise in advance for the lack of documentation and general mess, the scripts actually belong to two separate projects, and I&#8217;m basically\u00a0sharing them now to comply with the compo rules, I can&#8217; even guarantee that it&#8217;s functional without assets or a proper test scene. Get it here:\u00a0<a title=\"Tile-related Unity 5 functionality\" href=\"https:\/\/db.tt\/fSSO0StL\" target=\"_blank\">https:\/\/db.tt\/fSSO0StL<\/a><\/p>\n <p>One of the\u00a0two archives contained inside\u00a0has functionality to load\u00a0a *.tmx\u00a0map and converts it to a custom Unity-native format -but it doesn&#8217;t build a\u00a0map yet- plus some simpler, older logic to load that same map format\u00a0file and build a mesh composed of\u00a0textured quads for a map layer, and the other one has\u00a0some code\u00a0to render a tile map using a single quad\u00a0plus\u00a0some editor functionality,\u00a0but the main intention for the editor tool\u00a0when I started it\u00a0was to generate\u00a0a\u00a0path finding grid, so both things are more or less independent. A last note:\u00a0the TMX reader relies on Unity.IO.Compression (<a title=\"Unity.IO.Compression\" href=\"https:\/\/github.com\/Hitcents\/Unity.IO.Compression\" target=\"_blank\">https:\/\/github.com\/Hitcents\/Unity.IO.Compression<\/a>)\u00a0to parse data compressed\u00a0in\u00a0gzip or zlib formats. If you are going to encode your tile layers as CSV or pure XML element lists you can comment the code and go without the additional library.<\/p>\n <p>For art I&#8217;ll probably go with <strong>Photoshop<\/strong> and\/or <strong>Graphics Gale<\/strong>, plus <strong>TexturePacker<\/strong> to build sprite sheets, and\u00a0on the sound side,\u00a0I&#8217;ll rely on <strong>Bfxr<\/strong> for sound effects and <strong>Audacity<\/strong> for additional editing. I&#8217;d like to make some music with <strong>Famitracker<\/strong> or <strong>Bosca Ceoil<\/strong>, but that&#8217;ll depend a lot on the time.<\/p>\n <p>And depending on the game needs I will use\u00a0<strong>Tiled<\/strong> as a\u00a0level editor.<\/p>\n <p>Good luck to everyone!<\/p>\n \n <p>Tags: <a href=\"http:\/\/ludumdare.com\/compo\/tag\/ld-32\/\" rel=\"tag\">LD #32<\/a><\/p>","time":"April 17th, 2015 2:07 pm","title":"In I am"}