{"author_name":"Mophs","cat":"LD #30","comments":[],"epoch":1408848000,"likes":1,"metadata":{"p_key":"27503","p_author":"Mophs","p_authorkey":"39312","p_urlkey":"62946","p_title":"Progress Report","p_cat":"LD #30","p_event":"LD30","p_time":"1408848000","p_likes":"1","p_comments":"0","p_status":"UPD5","us_key":"39312","us_name":"Mophs","us_username":"mophs","event_start":"1408665600","event_key":"24","event_name":"LD30"},"text":"<p>There is\u00a020 hours, 35 minutes, 45 seconds remaining. That means LD30 is over half way done.\u00a0I&#8217;ve been working on a 2D game in unity. There have been a few hiccups along the way but progress is good.\u00a0I&#8217;m taking a minute to recap before I go back to programming, I want to set this out in my head.<\/p>\n <p><strong>2D Workflow<\/strong><\/p>\n <p>Going into this i&#8217;d never sprited, animated sprites, worked in 2d (let alone Unity&#8217;s &#8220;mostly there&#8221; 2D tools) or used mecanim. I love and hate state machines. Learning to drive animations via state machines and not direct state calls has made things much more manageable. In a spaghetti sort of way, see below.<\/p>\n <p><a href=\"http:\/\/www.ludumdare.com\/compo\/wp-content\/uploads\/2014\/08\/StateMachine.png\"><img class=\"aligncenter wp-image-380177 size-large\" src=\"http:\/\/www.ludumdare.com\/compo\/wp-content\/uploads\/2014\/08\/StateMachine-550x354.png\" alt=\"StateMachine\" width=\"550\" height=\"354\" srcset=\"http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2014\/08\/StateMachine-300x193.png 300w, http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2014\/08\/StateMachine-550x354.png 550w, http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2014\/08\/StateMachine.png 1053w\" sizes=\"(max-width: 550px) 100vw, 550px\" \/><\/a><\/p>\n <p>&nbsp;<\/p>\n <p>&nbsp;<\/p>\n <p><a title=\"Pyxel Edit\" href=\"http:\/\/pyxeledit.com\/\" target=\"_blank\">Pyxel<\/a>\u00a0edit is a fantastic tool that&#8217;s made animation and tilesets\u00a0very fun. I&#8217;ve had a few issues on the Unity end with imports, especially trying to tweak sprite sheets after setting them up. I&#8217;m probably messing up the export settings because I&#8217;ve had to manually re-setup animations and sprites more times than I care to admit.<\/p>\n <p><a href=\"http:\/\/www.ludumdare.com\/compo\/wp-content\/uploads\/2014\/08\/Pyxel.png\"><img class=\"aligncenter size-large wp-image-380190\" src=\"http:\/\/www.ludumdare.com\/compo\/wp-content\/uploads\/2014\/08\/Pyxel-550x300.png\" alt=\"Pyxel\" width=\"550\" height=\"300\" \/><\/a><\/p>\n <p>&nbsp;<\/p>\n <p>&nbsp;<\/p>\n <p>It also turns out that when you&#8217;re only working in 3+bg colours, things get a little confusing when taken out of context. With nothing moving the game looks like a red blob. I&#8217;ve implemented player movement, crouching, jumping, shooting, dashing, health, death, basic monster (slime), and a few back end things that I never really will use, unless I decide to go full puzzle game.<\/p>\n <p><a href=\"http:\/\/www.ludumdare.com\/compo\/wp-content\/uploads\/2014\/08\/Trains.png\"><img class=\"aligncenter size-full wp-image-380199\" src=\"http:\/\/www.ludumdare.com\/compo\/wp-content\/uploads\/2014\/08\/Trains.png\" alt=\"Trains\" width=\"685\" height=\"629\" srcset=\"http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2014\/08\/Trains-300x275.png 300w, http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2014\/08\/Trains-550x505.png 550w, http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2014\/08\/Trains.png 685w\" sizes=\"(max-width: 685px) 100vw, 685px\" \/><\/a><\/p>\n <p>&nbsp;<\/p>","time":"August 23rd, 2014 9:40 pm","title":"Progress Report"}