{"author_name":"Cybearg","cat":"LD #26","comments":[{"author_name":"","time":"April 26, 2013 10:38 pm","epoch":1367033880,"text":"This is looking great already!!","spam":"N"}],"epoch":1367033460,"likes":1,"metadata":{"p_key":"45716","p_author":"Cybearg","p_authorkey":"22470","p_urlkey":"81376","p_title":"def","p_cat":"LD #26","p_event":"LD26","p_time":"1367033460","p_likes":"1","p_comments":"1","p_status":"UPD5","us_key":"22470","us_name":"Cybearg","us_username":"cybearg","event_start":"1366934400","event_key":"16","event_name":"LD26"},"text":"<p>Note to self: don&#8217;t use spaces before\/after the equals sign in a def statement.<\/p>\n <p>Also, for some reason, batari basic doesn&#8217;t like me to use the name &#8220;pulse&#8221; on its own. *shrug*<\/p>\n <p>Anyway, got the basic pulse working. It fades the playfield (currently set and not randomly generated yet) to an increasing color, then fades back out to black. I&#8217;m using the standard batari basic kernel, since I&#8217;ll need working collision detection.<\/p>\n <p><a href=\"http:\/\/www.ludumdare.com\/compo\/wp-content\/uploads\/2013\/04\/pulse1.gif\"><img class=\"alignnone size-medium wp-image-234492\" alt=\"pulse1\" src=\"http:\/\/www.ludumdare.com\/compo\/wp-content\/uploads\/2013\/04\/pulse1-300x197.gif\" width=\"300\" height=\"197\" srcset=\"http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2013\/04\/pulse1-300x197.gif 300w, http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2013\/04\/pulse1-550x361.gif 550w\" sizes=\"(max-width: 300px) 100vw, 300px\" \/><\/a><\/p>\n <p>&nbsp;<\/p>\n <p>I may invest in no_blank_lines, though if I recall, that may mean losing my missile 0, which is out of the question. May just have to deal with those obvious batari basic lines.<\/p>","time":"April 26th, 2013 10:31 pm","title":"def"}