{"author_name":"Kerinova Studios","cat":"MiniLD","comments":[],"epoch":1389329280,"likes":0,"metadata":{"p_key":"33984","p_author":"Kerinova Studios","p_authorkey":"506255","p_urlkey":"69528","p_title":"Mini Ludum Dare 48- Day Zero Dev Log","p_cat":"MiniLD","p_event":"LD28","p_time":"1389329280","p_likes":"0","p_comments":"0","p_status":"UPD5","us_key":"506255","us_name":"Kerinova Studios","us_username":"Kerinova Studios","event_start":"1386892800","event_key":"20","event_name":"LD28"},"text":"<p>NOTE: I wont be here for most of tomorrow, so I decided that I will use half of today, and half of tomorrow, and that will still end up as 48 hours. I hope that is allowed.<\/p>\n <p>NOTE2: I will post the post explaining the game tomorrow, I just wanted to log my progress for today before I forget.<\/p>\n <p>Alternate title for this post: &#8220;I FINALLY SQUASHED THE BUG!!!!!111!&#8221;, or &#8220;I am so bad I have to resort to unconventional means&#8221;.<\/p>\n <p>I finally fixed the bug I was having with SpriteBatches, on my Mini Ludum Dare 48 game: Death Plot. See, I had a convoluted set up with a Sprite Class for general sprites doing the drawing for my player class. I then had the Player class call that drawing function, and then the Gameplay screen class, which is my main class, call the player one.<br \/>\n Much to my chagrin however, I was getting null exception errors, due to me supposedly not\u00a0initializing the SpriteBatch using new. However, I was actually doing that.<br \/>\n Long story short, after trying multiple things to fix it, like initializing\u00a0the SpriteBatch\u00a0in the Game class, in LoadContent, in Draw, and pretty much everywhere, it didn&#8217;t work. I then scoured the internet for help to no avail.<br \/>\n So, what did I do to fix this? I moved the player drawing to the Gamplay screen class. From there it called Player.Position as a parameter to the drawing. Everything related to the player is in Player, except the drawing. It seems to be working perfectly fine now.<br \/>\n Anyway, I am tired, and due to school, I haven&#8217;t had much time. I got a movement system implemented, title screen art, game menus, and one of my two player controlled objects. I&#8217;ll finish the rest, as well as a design\u00a0post explaining this game, tomorrow.<\/p>\n <table cellspacing=\"0\" cellpadding=\"0\" align=\"center\">\n <tbody>\n <tr>\n <td><a href=\"http:\/\/3.bp.blogspot.com\/-lrXktKMlTyU\/Us-WxOeUaqI\/AAAAAAAAAOk\/Ol7MtltF4zY\/s1600\/DeathPlot.PNG\"><img alt=\"\" src=\"http:\/\/3.bp.blogspot.com\/-lrXktKMlTyU\/Us-WxOeUaqI\/AAAAAAAAAOk\/Ol7MtltF4zY\/s1600\/DeathPlot.PNG\" width=\"640\" height=\"500\" border=\"0\" \/><\/a><\/td>\n <\/tr>\n <tr>\n <td>The Title Screen.<\/td>\n <\/tr>\n <\/tbody>\n <\/table>\n <p>Follow my Twitter (Kerinova_xeon) for more about my development process.<\/p>\n \n <p>Tags: <a href=\"http:\/\/ludumdare.com\/compo\/tag\/ascii\/\" rel=\"tag\">ASCII<\/a>, <a href=\"http:\/\/ludumdare.com\/compo\/tag\/mini-ld\/\" rel=\"tag\">mini ld<\/a><\/p>","time":"January 9th, 2014 11:48 pm","title":"Mini Ludum Dare 48- Day Zero Dev Log"}