{"author_name":"stuckie","cat":"LD #17 - Islands - 2010","comments":[{"author_name":"stuckie","time":"April 27, 2010 3:45 pm","epoch":1272401100,"text":"Actually, in further reference to Endurion&#8217;s comment about Trend Micro.. it could be one of two things:<br \/>\n The fact that there&#8217;s an AMD64 Linux binary in the zip ( though that would make Trend Micro rather crap )<br \/>\n Or, that the Win32 binary is compressed via UPX.. but I&#8217;ve used UPX for the previous Win32 binaries without issue ( so that too, would make Trend Micro crap.. either way, it&#8217;s not looking good for it \ud83d\ude09 )","spam":"N"}],"epoch":1272395220,"likes":0,"metadata":{"p_key":"70612","p_author":"stuckie","p_authorkey":"267","p_urlkey":"106433","p_title":"YARGH! Post-Mortem","p_cat":"LD #17 - Islands - 2010","p_event":"LD17","p_time":"1272395220","p_likes":"0","p_comments":"1","p_status":"UPD5","us_key":"267","us_name":"stuckie","us_username":"stuckie","event_start":"1271980800","event_key":"3","event_name":"LD17"},"text":"<p>YARGH! Post Mortem<\/p>\n <p>I enjoyed that, that was a fun weekend <img src=\"http:\/\/ludumdare.com\/compo\/wp-includes\/images\/smilies\/simple-smile.png\" alt=\":)\" class=\"wp-smiley\" style=\"height: 1em; max-height: 1em;\" \/><br \/>\n Course not everything went to plan, but a number of things did, and after having had a few nights sleep, I can reflect over things with a clearer mind.<br \/>\n So click the link below for more details!<\/p>\n <p><span id=\"more-19956\"><\/span><\/p>\n <p>Tha Booty!<br \/>\n Quite a lot of things worked out this time.<br \/>\n The graphics were actually passable for a change! Though the tiles could do with a bit of work as I didn&#8217;t do them in any sane manner ( each were done seperately as a unique 64&#215;64 image.. it&#8217;s magic that most of them fit together! Well, magic and the power of GIMP&#8217;s rotate tool \ud83d\ude09 )<\/p>\n <p>The idea was fairly simple as well: capture all the forts!<br \/>\n The process being a bit more involved, but not by much.. you start off near an island with one ship, a full set of crew, and 1000 gold.<br \/>\n Capture forts, use their gold to make more men and ships, and repeat. Occaisionally finding chests for extra booty, or risking the mines for even more.<br \/>\n Of course, there are five other &#8220;beards&#8221; in the area doing the same thing, along with the &#8220;non-beards&#8221; ( the neutral\/mutinyed crews. )<br \/>\n Course, it didn&#8217;t quite go to plan ( as described below in The Scurvy! ) but, actually, a lot of that is in there, just not fully wired up.<\/p>\n <p>Although there&#8217;s not a great deal of game there, it is still somewhat amusing to fiddle with the amount of units the AI gets, and see how quickly they decimate one another!<\/p>\n <p>Tha Scurvy!<br \/>\n Unfortunately, a fair amount went quite wrong.<\/p>\n <p>This will be the last use of my engine in it&#8217;s current state.<br \/>\n It&#8217;s just too clunky to continue use, as I had to do a fair amount of dodgy hackery for things to work.<br \/>\n It buffered mouse input, for instance.. so that when the game lags, it queues it up and goes mad!<br \/>\n It also has to do a rather obscene amount of redirection to get it from the input system to Lua in the first place.<br \/>\n The keyboard also wasn&#8217;t helping much as it wasn&#8217;t picking up half the keys, and I had to write custom &#8220;debouncers&#8221; to deal with key presses. Yuck.<\/p>\n <p>The renderer part isn&#8217;t exactly optimised either as it will draw each one of those tiles individually, rather than do them in batches of the same type.<\/p>\n <p>Design wise, I did my usual madness of making the scope perhaps a bit too much. Though I dare say that without the oversleeping and engine bugs, I more than likely would&#8217;ve got the game done &#8211; minus menus and sound.. it&#8217;s not far off it as it stands.<\/p>\n <p>Tha Plank!<br \/>\n There&#8217;s still a lot of feedback missing, as pointed out by xeon06 in the current comments. When you move units about, they get queued up in a waypoint system, and there&#8217;s no real indication of that actually happening.<br \/>\n Ironically, there is a set of hud icons in the player sprite sheets.. but I didn&#8217;t get round to using them.<\/p>\n <p>The map.<br \/>\n Done in a text editor.<br \/>\n By hand.<br \/>\n With a sheet of grid paper with reference codes for all the tiles.<br \/>\n Madness.<br \/>\n I need to build a tile editor \ud83d\ude09<\/p>\n <p>To be honest, continuing it in it&#8217;s current form would be quite difficult due to the engine falling apart now.<br \/>\n It&#8217;s served me well, but it&#8217;s time for a new one!<br \/>\n That said, I still enjoyed making what I did, and it may not be as complete as I wanted, there&#8217;s still a fair amount there and you can see the direction I was heading <img src=\"http:\/\/ludumdare.com\/compo\/wp-includes\/images\/smilies\/simple-smile.png\" alt=\":)\" class=\"wp-smiley\" style=\"height: 1em; max-height: 1em;\" \/><\/p>\n <p>With any luck, a new engine will prompt me to actually finish these things!<\/p>\n <p>Oh and in reply to Endurion about Trend Micro giving a false positive, it probably is just that.. the Windows build was done on a brand new squeaky clean install of Windows 7 that had just finished installing itself that morning, and has avast! anti-virus running on it and didn&#8217;t find anything.. if you&#8217;re wanting to be extra safe though, the source is there for you to recompile if you like.. you&#8217;ll need CodeBlocks to do it under Windows, and probably need to do some fix up to the .cbp project as I think I&#8217;ve removed event.cpp but not updated the project file.<\/p>","time":"April 27th, 2010 2:07 pm","title":"YARGH! Post-Mortem"}