{"author_name":"tonic","cat":"LD #16 - Exploration - 2009","comments":[],"epoch":1260715380,"likes":0,"metadata":{"p_key":"71911","p_author":"tonic","p_authorkey":"66","p_urlkey":"107733","p_title":"Level generation thingy somewhat done","p_cat":"LD #16 - Exploration - 2009","p_event":"LD16","p_time":"1260715380","p_likes":"0","p_comments":"0","p_status":"UPD5","us_key":"66","us_name":"tonic","us_username":"tonic","event_start":"1260489600","event_key":"2","event_name":"LD16"},"text":"<p>Well, at least I got level generator thing somewhat done. As I said, I have planned this stuff further and the implementation side is behind &#8220;schedule&#8221;&#8230; I&#8217;m starting to think that I&#8217;ll run out of time in any case if the goal is to get any interesting amount of gameplay mechanics done. I&#8217;ll still keep working as long as I&#8217;m having fun here, but I won&#8217;t submit an entry unless I get stuff working well enough.<\/p>\n <p>Oh, and I spent too much time working on some stupid non-essential things (gameplay-wise), such as extracting tiles from an image and padding them and inserting into a different sized texture atlas, and then toying around with different drawing modes of sub-pixel accuracy (comparing normal and pre-mul blending and whatever), and then just throwing most of that experiment stuff away. Well, the atlas thing is still in place, but I could have totally done stuff without it as well, so it was still just extra effort for no real gain.<\/p>\n <p><img class=\"alignnone size-full wp-image-13345\" src=\"http:\/\/www.ludumdare.com\/compo\/wp-content\/uploads\/2009\/12\/tonic_levgenertn.jpg\" alt=\"tonic_levgenertn\" width=\"259\" height=\"388\" srcset=\"http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2009\/12\/tonic_levgenertn-200x300.jpg 200w, http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2009\/12\/tonic_levgenertn.jpg 259w\" sizes=\"(max-width: 259px) 100vw, 259px\" \/><\/p>","time":"December 13th, 2009 9:43 am","title":"Level generation thingy somewhat done"}