{"author_name":"ambi","cat":"LD #29","comments":[{"author_name":"alvarop","time":"April 26, 2014 6:42 pm","epoch":1398555720,"text":"Nice atmosphere.","spam":"N"}],"epoch":1398555660,"likes":0,"metadata":{"p_key":"31400","p_author":"ambi","p_authorkey":"31451","p_urlkey":"66891","p_title":"Tricky, tricky, tricky","p_cat":"LD #29","p_event":"LD29","p_time":"1398555660","p_likes":"0","p_comments":"1","p_status":"UPD5","us_key":"31451","us_name":"ambi","us_username":"ambi","event_start":"1398384000","event_key":"22","event_name":"LD29"},"text":"<p>Making platformers is kind of hard when you are not dealing with tile maps and bounding boxes, but physics objects and bounding polygons. I might have bitten more than I can chew. Especially on the monster AI department. Needs two raycasts: for avoiding falls and to turn on obstacles. Also have to figure out the idiosyncrasies of Construct 2. I&#8217;m sure there&#8217;s a way to do everything, it usually is just easier to code those things. But Construct 2 keeps things orderly.<\/p>\n <p>At least the game looks kind of pretty and the lighting worked out fine. Drawing tablet and Krita have been amazing so far.<\/p>\n <p><a href=\"http:\/\/www.ludumdare.com\/compo\/wp-content\/uploads\/2014\/04\/arghh.jpg\"><img class=\"alignnone size-medium wp-image-348754\" src=\"http:\/\/www.ludumdare.com\/compo\/wp-content\/uploads\/2014\/04\/arghh-300x248.jpg\" alt=\"arghh\" width=\"300\" height=\"248\" \/><\/a><\/p>","time":"April 26th, 2014 6:41 pm","title":"Tricky, tricky, tricky"}