{"author_name":"NMcCoy","cat":"LD  #18 - Enemies as Weapons - 2010","comments":[],"epoch":1282076040,"likes":0,"metadata":{"p_key":"70343","p_author":"NMcCoy","p_authorkey":"2081","p_urlkey":"106163","p_title":"Framework use declaration","p_cat":"LD  #18 - Enemies as Weapons - 2010","p_event":"LD18","p_time":"1282076040","p_likes":"0","p_comments":"0","p_status":"UPD5","us_key":"2081","us_name":"NMcCoy","us_username":"nmccoy","event_start":"1282262400","event_key":"4","event_name":"LD18"},"text":"<p>I&#8217;ll be using <a href=\"http:\/\/dl.dropbox.com\/u\/381295\/skeleton.zip\">this<\/a> Processing project skeleton &#8211; the same one that I use for my <a href=\"http;\/\/nmccoy.net\/\">weekly games<\/a> &#8211; as a basis for my LD #18 compo entry. Mostly, it&#8217;s just so I don&#8217;t need to reimplement things like a main loop and particle effects for every game I make.<\/p>\n <p>Other tools that are likely to feature prominently include sfxr, PXTone, Audacity, and possibly The GIMP if I bother making a game with graphics this time.<\/p>","time":"August 17th, 2010 3:14 pm","title":"Framework use declaration"}