{"author_name":"wademcgillis","cat":"LD #20 - It's Dangerous to go Alone! Take This!","comments":[],"epoch":1304310600,"likes":0,"metadata":{"p_key":"65845","p_author":"wademcgillis","p_authorkey":"3444","p_urlkey":"101641","p_title":"Corrupted zips and forgotten frameworks.","p_cat":"LD #20 - It's Dangerous to go Alone! Take This!","p_event":"LD20","p_time":"1304310600","p_likes":"0","p_comments":"0","p_status":"UPD5","us_key":"3444","us_name":"wademcgillis","us_username":"wademcgillis","event_start":"1304035200","event_key":"6","event_name":"LD20"},"text":"<p>For some reason the zip file of my windows build kept getting corrupted. After removing the mirror update feature thing from the files on GameJolt, I was able to upload and the problem went away. Since the zip file was normal, I decided to render my time lapse&#8230;<\/p>\n <p>After waiting an hour, I quit after 50% of my time lapse was rendered because it was taking sooo blooody long in Windows Live Movie Maker and switched to OS X.<\/p>\n <p>I found out from twistedjoe that I forgot to have two .framework files copy into the package, so I had to rebuild the game to put them in.<\/p>\n <p>The windows build still uses the same code (no cheating!) and the mac build just required some tweaking for timing and file loading. For some reason 3*CLOCKS_PER_SEC on Windows lasts a lot shorter than on OS X, so dividing all times by three for the OS X build makes the extended times disappear.<\/p>\n <p>I was told by PoV that I could upload ports after the compo was done, so I&#8217;m guessing that I&#8217;m allowed to have the ported code included in the source zip too. Right?<\/p>\n <p>&nbsp;<\/p>\n <p>So if you&#8217;re running Windows (32 or 64) or OS X (intel only), play my game please?<br \/>\n <a href=\"http:\/\/www.ludumdare.com\/compo\/ludum-dare-20\/?action=rate&amp;uid=3444\">Organs and Marriage<\/a><\/p>","time":"May 1st, 2011 11:30 pm","title":"Corrupted zips and forgotten frameworks."}