{"author_name":"ursagames","cat":"LD #22","comments":[],"epoch":1324169640,"likes":0,"metadata":{"p_key":"61181","p_author":"ursagames","p_authorkey":"504527","p_urlkey":"96946","p_title":"Seventeen Hours of work","p_cat":"LD #22","p_event":"LD22","p_time":"1324169640","p_likes":"0","p_comments":"0","p_status":"UPD5","us_key":null,"us_name":null,"us_username":null,"event_start":"1323993600","event_key":"8","event_name":"LD22"},"text":"<p>Well, I advanced even less this hour. Mostly spent some time trying to use a method that didn&#8217;t work. Trying to squeeze the memory usage and saved data usage down for\u00a0intractable\u00a0objects so I don&#8217;t end up with huge saved files when I get the game saving. \u00a0I&#8217;ll skip out on posting a screenshot this time since there is nothing new in this update. \u00a0I did manage to get it all working how I want though, so from here I can start\u00a0re-factoring\u00a0the current items and then make the map randomly place them on the island. \u00a0A couple other changes I want to do is make the inventory only have two rows.. as current names of items is too long for three rows. And I want to add in some sort of grid for detecting if an area is occupied&#8230; that would be used for placing buildings like shelters \/ workstations etc.<\/p>","time":"December 17th, 2011 7:54 pm","title":"Seventeen Hours of work"}