{"author_name":"Covenant","cat":"LD #14 - Advancing Wall of Doom - 2009","comments":[],"epoch":1240130820,"likes":0,"metadata":{"p_key":"73565","p_author":"Covenant","p_authorkey":"326","p_urlkey":"109387","p_title":"Enemies at the ready\u2026","p_cat":"LD #14 - Advancing Wall of Doom - 2009","p_event":"LD14","p_time":"1240130820","p_likes":"0","p_comments":"0","p_status":"UPD5","us_key":"326","us_name":"Covenant","us_username":"covenant","event_start":"1239926400","event_key":"90","event_name":"LD14"},"text":"<p>Just finished the enemy code (pretty fast, as I expected, which is always nice)&#8230; Unfortunatly, I found a bug in the rendering system that almost drove me nuts (since it was hard to debug)&#8230;<\/p>\n <p>Apparently, stuff was being drawn in the wrong order (which screwed up the shadows and the blood stains)&#8230; Apparently, the problem was the particle system flushing the sprite cache, but it was hard to track down (had to resort to Pix, to be sure I was doing everything in the correct order). This bug made me loose almost 2 hours&#8230;<\/p>\n <p>Anyway, now that I&#8217;ve got enemies, I can probably think about gameflow code&#8230; And for that, I need to find a name and a background story for the game&#8230; I&#8217;d get started on the music, but my wife&#8217;s still sleeping after a night out with the girls&#8230; <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><a title=\"screen11.jpg\" href=\"http:\/\/www.ludumdare.com\/compo\/wp-content\/uploads\/2009\/04\/screen11.jpg\"><img style=\"#000000 1px\" src=\"http:\/\/www.ludumdare.com\/compo\/wp-content\/uploads\/2009\/04\/zrtn-001p3043cacf-tn.jpg\" alt=\"screen11.jpg\" width=\"400\" height=\"315\" \/><\/a><\/p>","time":"April 19th, 2009 3:47 am","title":"Enemies at the ready\u2026"}