{"author_name":"Cosmologicon","cat":"LD #22","comments":[],"epoch":1325612640,"likes":1,"metadata":{"p_key":"59973","p_author":"Cosmologicon","p_authorkey":"1151","p_urlkey":"95725","p_title":"The Last Adventurer postmortem #2 \u2013 tech","p_cat":"LD #22","p_event":"LD22","p_time":"1325612640","p_likes":"1","p_comments":"0","p_status":"UPD5","us_key":"1151","us_name":"Cosmologicon","us_username":"cosmologicon","event_start":"1323993600","event_key":"8","event_name":"LD22"},"text":"<p style=\"text-align: center;font-size: 140%;font-family: sans-serif\"><strong>[ <a href=\"http:\/\/www.ludumdare.com\/compo\/2011\/12\/19\/the-last-adventurer-postmortem-1-process\/\">postmortem #1<\/a> | <a href=\"http:\/\/www.ludumdare.com\/compo\/ludum-dare-22\/?action=rate&amp;uid=1151\">Play the game<\/a> ]<\/strong><\/p>\n <p><em>Thte Last Adventurer<\/em> is an <strong>HTML5 canvas game with Javascript<\/strong> and the GameJS library. My previous LD entries were in python, and I was told if <strong>I made a browser game<\/strong> then it would get more plays, but so far that&#8217;s not the case. I&#8217;ve only got 12 ratings so far, which seems pretty low for a web-based game. Oh well. <img src=\"http:\/\/ludumdare.com\/compo\/wp-includes\/images\/smilies\/frownie.png\" alt=\":(\" class=\"wp-smiley\" style=\"height: 1em; max-height: 1em;\" \/><\/p>\n <p>HTML5 gets used for a lot of demos, and it doesn&#8217;t have a good reputation for game making, so I wanted something way <strong>more graphically and computationally demanding<\/strong> than Tetris. My game is still a bit rough around the edges, but that&#8217;s completely due to the time constraints. I&#8217;m sure that HTML5 is more than capable of making <strong>an extremely polished game<\/strong>.<\/p>\n <p>I had\u00a0 a lot of fun working with <strong>transformations and transparency<\/strong>. Transparency is used in many places in the game, including shadows, the selection region, the exit portal, and the boss of level 4. I used stretch transformations for anything circular that appears on the ground (shadows, selectors, portal), rotation transformations for the &#8220;knock&#8221; animation when a character gets hit, and scaling transformations for the level 4 boss and the &#8220;quake&#8221; spell casting sequence.<\/p>\n <p><a href=\"www.ludumdare.com\/compo\/ludum-dare-22\/?action=rate&amp;uid=1151\"><img class=\"alignright\" src=\"http:\/\/www.ludumdare.com\/compo\/wp-content\/compo2\/thumb\/39ac4f597665f30ef0fe903ae4c3ab28.jpg\" alt=\"\" width=\"334\" height=\"188\" \/><\/a>The <em><em>pi\u00e8ce de r\u00e9sistance<\/em><\/em> is the <strong>circular gameplay area<\/strong>. An 854&#215;854 square image is pre-rendered. Then, each frame, it&#8217;s rotated by the current angle, scaled to an isometric 1:2 ratio, and its drawing region is clipped to an ellipse using the canvas element&#8217;s clip method. No caching of transformed images is done, and I think performance holds up well. You can see the <strong>smoothness of the rotation<\/strong> when you press LEFT or RIGHT. I should have incorporated that into the gameplay more, but more about that next time!<\/p>","time":"January 3rd, 2012 12:44 pm","title":"The Last Adventurer postmortem #2 \u2013 tech"}