{"author_name":"useless","cat":"LD #22","comments":[],"epoch":1323051840,"likes":2,"metadata":{"p_key":"63239","p_author":"useless","p_authorkey":"504605","p_urlkey":"99017","p_title":"I\u2019m in.","p_cat":"LD #22","p_event":"LD22","p_time":"1323051840","p_likes":"2","p_comments":"0","p_status":"UPD5","us_key":"504605","us_name":"useless","us_username":"useless","event_start":"1323993600","event_key":"8","event_name":"LD22"},"text":"<p>Once again, I&#8217;ll be here for the December LD48. I enjoyed it so much last year, but scheduling conflicts prevented me from competing in the April and August competitions.<\/p>\n <p>I&#8217;ll be using Java and either Slick, LibGDX or jMonkeyEngine. GDX is a much more robust library for 2D games to me than Slick, although it is harder to use, but I have been wanting to try my hand at a 3D game for some time. My only worry is that, since I&#8217;m so fresh with 3D design, I won&#8217;t be able to finish it in time, and my lack of asset creation skills would probably get in the way. I&#8217;m even worse at 3D modelling than I am at sprite making.<\/p>\n <p>For asset creation, I will use bfxr for sound effects, Photoshop CS5 for images, Blender for models (if needed) and PXTone or FamiTracker for music (if I even get around to that). Last year, I only managed to make fanfare music for pickups in FamiTracker, but I also spent a hell of a lot of time on bug fixing that could have been done much better had I used a better collision technique.<\/p>\n <p>Anyway, looking forward to seeing all the cool entries this upcoming compo!<\/p>","time":"December 4th, 2011 9:24 pm","title":"I\u2019m in."}