{"author_name":"A Common Hero","cat":"LD #24","comments":[],"epoch":1345934280,"likes":0,"metadata":{"p_key":"53021","p_author":"A Common Hero","p_authorkey":"508405","p_urlkey":"88723","p_title":"The Importance of Knowing How to Count","p_cat":"LD #24","p_event":"LD24","p_time":"1345934280","p_likes":"0","p_comments":"0","p_status":"UPD5","us_key":"508405","us_name":"A Common Hero","us_username":"A Common Hero","event_start":"1345766400","event_key":"12","event_name":"LD24"},"text":"<p>I cannot tell you how many odd behaviors will creep into your code if you are assuming your maps are a 20 by 20 grid, and an error in your &#8220;print maps to screen&#8221; methodology makes it a 21 column map instead.\u00a0 Especially if your tiles all default to the same texture that is literally designed to bleed together into a mess with divide.\u00a0 An uncountable mess.\u00a0 I changed it to a texture with borders around each tile, and I think I actually like it better this way.\u00a0 I must have wasted at least two hours because of this today.\u00a0 Time is drawing around my neck like a noose it seems, and yet I almost have my level editor done.\u00a0 My tile editor is ready, sans tiles.\u00a0 Now I just need to be able to draw paths for the enemy AI, and to actually place the enemy guards in my level.\u00a0 Easy enough, right?\u00a0 Right?<\/p>","time":"August 25th, 2012 5:38 pm","title":"The Importance of Knowing How to Count"}