{"author_name":"cdoty","cat":"LD #24","comments":[],"epoch":1346019420,"likes":1,"metadata":{"p_key":"52192","p_author":"cdoty","p_authorkey":"15525","p_urlkey":"87891","p_title":"Slippin\u2019 to Jam, due to a \u2018small\u2019 logic bug","p_cat":"LD #24","p_event":"LD24","p_time":"1346019420","p_likes":"1","p_comments":"0","p_status":"UPD5","us_key":"15525","us_name":"cdoty","us_username":"cdoty","event_start":"1345766400","event_key":"12","event_name":"LD24"},"text":"<p>I&#8217;ve spent last night, and some of today battling a collision bug. The problem was with random position I was generating. I was generating random positions based on 512 instead of 256 (&#8216;&lt;&lt; 6&#8217; versus &#8216;&lt;&lt;5&#8217;). On the SNES, the sprites just wrap around the screen, but the coordinates don&#8217;t match for collision detection. The thing that made it harder to track down is that collision detected worked correctly for half of the sprite, but there wasn&#8217;t a visible pattern.<\/p>\n <p>Here&#8217;s the 2nd interactive demo:<\/p>\n <p><img class=\"aligncenter size-full wp-image-173413\" src=\"http:\/\/www.ludumdare.com\/compo\/wp-content\/uploads\/2012\/08\/BLT002.png\" alt=\"\" width=\"256\" height=\"224\" \/><\/p>\n <p>The demo is available on the <a title=\"RasterSoft website\" href=\"http:\/\/www.rastersoft.net\" target=\"_blank\">RasterSoft website<\/a>.<\/p>\n <p>&nbsp;<\/p>","time":"August 26th, 2012 5:17 pm","title":"Slippin\u2019 to Jam, due to a \u2018small\u2019 logic bug"}