{"author_name":"cobrajs","cat":"LD #30","comments":[],"epoch":1408923780,"likes":1,"metadata":{"p_key":"26919","p_author":"cobrajs","p_authorkey":"11192","p_urlkey":"62355","p_title":"Finished, and post-mortem","p_cat":"LD #30","p_event":"LD30","p_time":"1408923780","p_likes":"1","p_comments":"0","p_status":"UPD5","us_key":"11192","us_name":"cobrajs","us_username":"cobrajs","event_start":"1408665600","event_key":"24","event_name":"LD30"},"text":"<p>Check it out: <a href=\"http:\/\/www.ludumdare.com\/compo\/ludum-dare-30\/?action=preview&amp;uid=11192\">Light and Dark<\/a><\/p>\n <p>So once again I had to submit my game with a limited number of levels, no music, and no sound. On the plus side, I&#8217;m pretty happy with the graphics, even if they are relatively simplistic.<\/p>\n <p>This time around I did all my coding at my treadmill desk, either walking or just standing up. I had the treadmill mostly set at an incline, since I made my desk too high to type comfortably, so I need to be higher to use it. It&#8217;s a better workout, anyway, so no loss there. Here&#8217;s my stats from the treadmill (I kept a spreadsheet):<\/p>\n <p><strong>Time<\/strong>: 9:15:05 hours\/minutes\/seconds<br \/>\n <strong>Distance<\/strong>: 16.88 miles<br \/>\n <strong>Calories<\/strong>: 3436 (almost made it to a pound of fat)<br \/>\n <strong>Vertical gain<\/strong>: 7329 feet<\/p>\n <p>Not too bad I guess, but as you can see&#8230; there&#8217;s a lot of slacking off in there (only about 19.27% of the time spent programming (assuming I only programmed and didn&#8217;t surf Bandcamp, cause I totally surfed Bandcamp for new tunes)). I had my graphics station elsewhere, and I spent a lot of time there too, but that&#8217;s also my gaming laptop&#8230; which accounts for more slacking off. Still, I got up to around 1100ish lines of code (really basic code count, like &#8220;find src\/ -iname &#8216;*.hx&#8217; | xargs wc -l&#8221; type stuff here). That does pale in comparison to my previous LD entries (I think my first Love2d entry was around 2500, but I had to add a lot of boilerplate stuff that HaxePunk handled for me).<\/p>\n <p>Though considering I&#8217;d only done a few tutorials with HaxePunk prior to this, I&#8217;m happy with my progress. That&#8217;s a good mark for HaxePunk in my book&#8230; I only really had to search for help a few times. And I didn&#8217;t really have to pull my hair out getting collision detection to work properly, so there&#8217;s that.<\/p>\n <p>I did the graphics in Inkscape, and had some semi-rigging going with the little avatar, which was nice. I think the graphic style fits good, but that&#8217;s probably because I made it, so of course it looks good to me. Better than some of my other Inkscape ventures at least.<\/p>\n <p>I&#8217;m also really glad I decided to just go with Flash exporting. Really easy to get that packaged up and going, and then you can just play it in the browser. Kinda sucks though cause I couldn&#8217;t get it to not fill the screen (supposed to be 640&#215;480), but it doesn&#8217;t affect gameplay much. It would work better if I had a place to host the files, but I&#8217;m too lazy for that.<\/p>\n <p>Well now, off to play some Dishonored for the rest of the night (five bucks on Steam, can&#8217;t beat that). As long as WINE cooperates, that is.<\/p>","time":"August 24th, 2014 6:43 pm","title":"Finished, and post-mortem"}