{"author_name":"chambers","cat":"LD #23","comments":[],"epoch":1334961720,"likes":0,"metadata":{"p_key":"58556","p_author":"chambers","p_authorkey":"11981","p_urlkey":"94305","p_title":"\u201cLet\u2019s get started\u201d or \u201cWhat I will be using\u201d","p_cat":"LD #23","p_event":"LD23","p_time":"1334961720","p_likes":"0","p_comments":"0","p_status":"UPD5","us_key":"11981","us_name":"chambers","us_username":"chambers","event_start":"1334880000","event_key":"10","event_name":"LD23"},"text":"<p>Hello! This is the first time I&#8217;m taking part of Ludum Dare. I feel kinda lazy at the moment but I believe once the competition starts and I get the first game ideas I hope I&#8217;ll get more enthusiastic.<\/p>\n <p>I will be using either <strong>Construct Classic<\/strong> or <strong>Processing<\/strong> to make my game, depending on the project complexity.<\/p>\n <p>In case I use Processing and the game is a platformer, I will use a few objects from one of my platforming sketches (at the end of the post), as well as <strong>Tiled<\/strong> as a level editor.<\/p>\n <p>Graphics will be all made on <strong>Adobe Photoshop<\/strong>.<\/p>\n <p>I might make sound effects and music using <strong>Famitracker<\/strong> and definitely <strong>bfxr<\/strong> (thanks to Saint11 for the link!)<\/p>\n <p>Good luck, everyone! I hope this will be an enjoyable experience.<\/p>\n <blockquote><p>class Objeto2D {<br \/>\n float x, y, v, g;<br \/>\n float vx;<br \/>\n int w=12, h=8;<br \/>\n boolean caindo = true, c;<br \/>\n boolean ativo = true;<br \/>\n boolean sobre[] = new boolean [128*128];<br \/>\n boolean aolado[] = new boolean [128*128];<br \/>\n int sizex=16, sizey=16, vm;<br \/>\n int Jpower;<br \/>\n void fall() {<br \/>\n y=y+v;<br \/>\n if (v&lt;vm)v+=g;<br \/>\n }<br \/>\n void start() {<br \/>\n g=1;<br \/>\n vm=20;<br \/>\n v=0;<br \/>\n sizex=16;<br \/>\n sizey=16;<br \/>\n y=16;<br \/>\n x=11*16;<br \/>\n Jpower = 30;\/\/170<br \/>\n vx=1;<br \/>\n }<br \/>\n void move() {<br \/>\n if (right == true&amp;&amp; ativo==true) {<br \/>\n x+=vx;<br \/>\n if (x&gt;11*16) x =11*16;<br \/>\n }<br \/>\n if (left == true&amp;&amp; ativo==true) {<br \/>\n x-=vx;<br \/>\n if (x&lt;0) x =0;<br \/>\n }<br \/>\n }<br \/>\n void jump() {<br \/>\n caindo = true;<br \/>\n if (v ==0) v=-Jpower*0.1;<br \/>\n y&#8211;;<br \/>\n }<br \/>\n void desenha() {<br \/>\n if (preto&gt;=3){<br \/>\n if (lumi&gt;=3) image (bandeirinha[(animacao\/16)&amp;1], x, y-sizey);<br \/>\n else image (bandeirinha[0], x, y-sizey);<br \/>\n }<br \/>\n else {<br \/>\n fill(255, 0, 0);<br \/>\n noStroke();<br \/>\n rect(x, y-sizey, sizex, sizey);<br \/>\n }<br \/>\n }<br \/>\n void colide() {<br \/>\n c = true;<br \/>\n for (int i = 0; i &lt; sobre.length; i++) {<br \/>\n sobre[i]=false;<br \/>\n aolado[i] = false;<br \/>\n }<\/p>\n <p>for (int j =0;j&lt;h;j++) {<br \/>\n for (int i =0;i&lt;w;i++) {<\/p>\n <p>\/\/p\u00e9s<\/p>\n <p>if (x&gt;i*tsize-sizex &amp;&amp; x&lt; (i+1)*tsize &amp;&amp; y &gt;=j*tsize &amp;&amp; y &lt;=j*tsize+vm+1 &amp;&amp; tile[i+w*j]&gt;0 &amp;&amp; (caindo == false ||v&gt;0)) {<br \/>\n sobre[i+w*j]=true;<br \/>\n }<\/p>\n <p>\/\/cabe\u00e7a<\/p>\n <p>if (x&gt;i*tsize-sizex+vx &amp;&amp; x&lt; (i+1)*tsize-vx &amp;&amp;\u00a0 y &gt;=j*tsize+tsize+sizey-Jpower*0.1 &amp;&amp; y &lt;=j*tsize+tsize+sizey &amp;&amp; tile[i+w*j]&gt;0 &amp;&amp; v&lt;0) {<br \/>\n sobre[i+w*j]=true;<br \/>\n }<\/p>\n <p>\/\/esq<br \/>\n if (x&gt;=i*tsize+tsize-vx-1 &amp;&amp; x&lt;= i*tsize+tsize &amp;&amp;\u00a0 y &gt;=j*tsize &amp;&amp; y &lt;= j*tsize+tsize+sizey &amp;&amp; tile[i+w*j]&gt;0 &amp;&amp; (sobre[i+w*j]==false || caindo==true)) {<br \/>\n x = i*tsize+tsize;<br \/>\n aolado[i+w*j]=true;<br \/>\n }<\/p>\n <p>\/\/dir<\/p>\n <p>if (x&gt;=i*tsize-sizex &amp;&amp; x&lt;= i*tsize-sizex+vx &amp;&amp;\u00a0 y &gt;=j*tsize &amp;&amp; y &lt;= j*tsize+tsize+sizey &amp;&amp; tile[i+w*j]&gt;0 &amp;&amp; (sobre[i+w*j]==false || caindo==true)) {<br \/>\n x = i*tsize-sizex;<br \/>\n aolado[i+w*j]=true;<br \/>\n }<\/p>\n <p>\/\/p\u00e9s2<\/p>\n <p>if (x&gt;i*tsize-sizex+1 &amp;&amp; x&lt; (i+1)*tsize &amp;&amp; y &gt;=j*tsize &amp;&amp; y &lt;=j*tsize+vm+1 &amp;&amp; tile[i+w*j]&gt;0 &amp;&amp; aolado[i+w*j]==false &amp;&amp; (caindo == false ||v&gt;0)) {<br \/>\n c = false;<br \/>\n v = 0;<br \/>\n y = j*tsize;<br \/>\n }<\/p>\n <p>if (y&gt;=h*tsize) { \/\/sem buraco<br \/>\n c = false;<br \/>\n v = 0;<br \/>\n y = h*tsize;<br \/>\n }<\/p>\n <p>\/\/cabe\u00e7a2<\/p>\n <p>if (x&gt;i*tsize-sizex+vx &amp;&amp; x&lt; (i+1)*tsize-vx &amp;&amp;\u00a0 y &gt;=j*tsize+tsize+sizey-Jpower*0.5 &amp;&amp; y &lt;=j*tsize+tsize+sizey &amp;&amp; tile[i+w*j]&gt;0 &amp;&amp; aolado[i+w*j]==false &amp;&amp; (v&lt;0)) {<br \/>\n v = -v*0.2;<br \/>\n y = j*tsize+tsize+sizey;<br \/>\n }<br \/>\n }<br \/>\n }<br \/>\n caindo = c;<br \/>\n }<br \/>\n }<\/p><\/blockquote>\n <p>==EDIT==<\/p>\n <p>Derp, I forgot to say, but since I&#8217;m using Tiled as a level editor I&#8217;m also using a stage loader I made with processing. Also, the font I&#8217;ll be using in the game is called 04b03, by Yuji Oshimoto. Here&#8217;s the stage loader code:<\/p>\n <blockquote><p>class Stage {<br \/>\n PApplet p;<br \/>\n Stage (PApplet parent) {<br \/>\n p = parent;<br \/>\n }<br \/>\n void load(int A) {<br \/>\n XMLElement xml = new XMLElement(p, &#8220;stage\/&#8221;+bossName+A+&#8221;.tmx&#8221;);<br \/>\n XMLElement mapa;<br \/>\n mapa=xml.getChild(&#8220;layer&#8221;).getChild(&#8220;data&#8221;);<br \/>\n int n = mapa.getChildCount(); \/\/haruna5=1400?<br \/>\n for (int i = 0; i &lt; n; i++) {<br \/>\n XMLElement kid = mapa.getChild(i);<br \/>\n sprite[i] = byte(kid.getInt(&#8220;gid&#8221;)-1);<br \/>\n }<br \/>\n w = byte(xml.getInt(&#8220;width&#8221;));<br \/>\n h = byte(xml.getInt(&#8220;height&#8221;));<br \/>\n }<br \/>\n void loadEnemies (int A) {<br \/>\n for (int i = 0; i&lt;inimigo.length; i++) inimigo[i]=new MiniDragon2(-1000, -1000);<br \/>\n XMLElement xml = new XMLElement(p, &#8220;stage\/&#8221;+bossName+A+&#8221;.tmx&#8221;);<br \/>\n XMLElement obj;<br \/>\n obj=xml.getChild(&#8220;objectgroup&#8221;);<br \/>\n if (obj!=null) {<br \/>\n int n = obj.getChildCount();<br \/>\n String enemyType;<br \/>\n for (int i = 0; i &lt; n; i++) {<br \/>\n XMLElement kid = obj.getChild(i);<br \/>\n enemyType =kid.getString(&#8220;type&#8221;);<\/p>\n <p>if (enemyType.equals(&#8220;TShadow&#8221;)) inimigo[i]=new TShadow(kid.getInt(&#8220;x&#8221;)\/tsize, kid.getInt(&#8220;y&#8221;)\/tsize);<br \/>\n }<br \/>\n }<br \/>\n }<br \/>\n }<\/p><\/blockquote>","time":"April 20th, 2012 5:42 pm","title":"\u201cLet\u2019s get started\u201d or \u201cWhat I will be using\u201d"}