{"author_name":"Gilvado","cat":"LD #14 - Advancing Wall of Doom - 2009","comments":[],"epoch":1240143000,"likes":0,"metadata":{"p_key":"73543","p_author":"Gilvado","p_authorkey":"434","p_urlkey":"109365","p_title":"Failure, though I\u2019ll keep going.","p_cat":"LD #14 - Advancing Wall of Doom - 2009","p_event":"LD14","p_time":"1240143000","p_likes":"0","p_comments":"0","p_status":"UPD5","us_key":"434","us_name":"Gilvado","us_username":"gilvado","event_start":"1239926400","event_key":"90","event_name":"LD14"},"text":"<p>I&#8217;ll keep going since I&#8217;ve always submitted something to each LD I&#8217;ve done so far. The natural place for me to cut stuff out is AWOD (the advancing wall of doom) eating things, upgrading, and sound\/music. So I&#8217;m going to rush to get AWOD shooting beams from his face, and blowing things up, and only if I can get that done will I add more.<\/p>\n <p>As it is, it&#8217;s obvious to me that I underestimated the difficulty associated with starting with an entirely new set of tools in every way. TileStudio still rocks my socks, but Wiering&#8217;s basecode (though obviously very well designed) is too sparsly documented for a competition like this, where you need lots of documented examples to work quickly. The switch to flash itself was more difficult than I thought, and then deciding to go with haXe, which has fewer tutorials, was another debatable decision. As it is, I now think I know enough about haXe\/flash game development to do a 48 hour game competition, but I&#8217;m 36 hours too late to take advantage of it. Ah wells. Lessons for the future.<\/p>","time":"April 19th, 2009 7:10 am","title":"Failure, though I\u2019ll keep going."}