{"author_name":"scriptorum","cat":"MiniLD","comments":[],"epoch":1358433300,"likes":3,"metadata":{"p_key":"47285","p_author":"scriptorum","p_authorkey":"17811","p_urlkey":"82948","p_title":"Punks, Jams and Ira Glass","p_cat":"MiniLD","p_event":"LD25","p_time":"1358433300","p_likes":"3","p_comments":"0","p_status":"UPD5","us_key":"17811","us_name":"scriptorum","us_username":"\/author\/scriptorum\/","event_start":"1355443200","event_key":"14","event_name":"LD25"},"text":"<p>Last time I entered LD #25 giving MOAI a spin and being generally out of practice with game development. I was not able to complete my (surprisingly complicated) game idea in the time provided. I chose MOAI because I&#8217;d been exploring different game platforms and that was my first stop. Since then I&#8217;ve been looking at Haxe + NME + HaxePunk. For those who wonder:<\/p>\n <p><a href=\"http:\/\/haxe.org\/\" title=\"Haxe\">Haxe<\/a> is a programming language based on Actionscript. The compiler is multiplatform and can target C++, SWF, Neko VM, PHP, Javascript and to some extent C# and Java. This means you can use the same source code to compile multiple targets and produce native (read: fast) executables. <a href=\"http:\/\/www.haxenme.org\/\" title=\"NME\">NME<\/a> simplifies this build process a good deal and adds project files, asset management, and a graphical API among other things. <a href=\"http:\/\/haxepunk.com\/\" title=\"HaxePunk\">HaxePunk<\/a> is a port of FlashPunk to work with NME. It&#8217;s a game library, providing a particle emitter, sprite maps, entity management, collision detection, and animation. An alternative to HaxePunk is Flixel, or you could roll your own game library on top of Haxe\/NME.<\/p>\n <p>One thing I like over MOAI is the greater variety of targets. I can compile and run my game in the Neko VM using <code>nme test myproject.nmml neko<\/code>, which builds pretty fast and launches the game. Then change <code>neko<\/code> to <code>flash<\/code> to build a SWF instead. Then change it <code>mac<\/code> or <code>windows<\/code> and it begins churning out C++ and creating a native build. Or change it to <code>ios<\/code>, <code>android<\/code>, <code>html5<\/code>, <code>linux<\/code>, etc. That&#8217;s pretty nice. Caveats include you can&#8217;t build some targets from some platforms (notably IOS from Windows), and there are some gotchas where some behaviors are slightly different between platforms, but overall I&#8217;m pleased with this set up.<\/p>\n <p>Although I&#8217;m late to the party I thought I&#8217;d commit to producing a game for MiniLD 39, and use it for <a href=\"http:\/\/www.onegameamonth.com\" title=\"One Game a Month\">One Game a Month<\/a>. I figure I come up with a game design that I think should be completable in 2 days &#8230; then with some luck I have a chance at just finishing it in 8 days.<\/p>\n <p>Editor: Sublime Text 2<br \/>\n Language: Haxe\/NME<br \/>\n Framework: HaxePunk, HaxePunk-AI<br \/>\n Visuals: Photoshop, FilterForge<br \/>\n Audio: Audacity, VLC, Bfxr, Autotracker-py<br \/>\n Version Control: Copy and paste<\/p>\n <p>By the way if you missed the keynote video by McFunkypants at <a href=\"http:\/\/www.onegameamonth.com\" title=\"One Game a Month\">One Game a Month<\/a>, he ends it with this great quote from Ira Glass:<\/p>\n <blockquote><p>Nobody tells this to people who are beginners, I wish someone told me. All<br \/>\n of us who do creative work, we get into it because we have good taste. But<br \/>\n there is this gap. For the first couple years you make stuff, it\u2019s just not<br \/>\n that good. It\u2019s trying to be good, it has potential, but it\u2019s not. But your<br \/>\n taste, the thing that got you into the game, is still killer. And your<br \/>\n taste is why your work disappoints you. A lot of people never get past this<br \/>\n phase, they quit. Most people I know who do interesting, creative work went<br \/>\n through years of this. We know our work doesn\u2019t have this special thing<br \/>\n that we want it to have. We all go through this. And if you are just<br \/>\n starting out or you are still in this phase, you gotta know its normal and<br \/>\n the most important thing you can do is do a lot of work. Put yourself on a<br \/>\n deadline so that every week you will finish one [thing]. It is only by going<br \/>\n through a volume of work that you will close that gap, and your work will<br \/>\n be as good as your ambitions. And I took longer to figure out how to do<br \/>\n this than anyone I\u2019ve ever met. It\u2019s gonna take awhile. It\u2019s normal to take<br \/>\n awhile. You\u2019ve just gotta fight your way through.<\/p><\/blockquote>\n \n <p>Tags: <a href=\"http:\/\/ludumdare.com\/compo\/tag\/minild-39\/\" rel=\"tag\">MiniLD #39<\/a>, <a href=\"http:\/\/ludumdare.com\/compo\/tag\/onegameamonth\/\" rel=\"tag\">OneGameAMonth<\/a><\/p>","time":"January 17th, 2013 9:35 am","title":"Punks, Jams and Ira Glass"}