{"author_name":"Frimkron","cat":"LD #12 - The Tower - 2008","comments":[],"epoch":1218296940,"likes":0,"metadata":{"p_key":"74776","p_author":"Frimkron","p_authorkey":"158","p_urlkey":"110608","p_title":"Way, Way Behind","p_cat":"LD #12 - The Tower - 2008","p_event":"LD12","p_time":"1218296940","p_likes":"0","p_comments":"0","p_status":"UPD5","us_key":"158","us_name":"Frimkron","us_username":"frimkron","event_start":"1218153600","event_key":"89","event_name":"LD12"},"text":"<p>First, stir fry:<\/p>\n <p><img src=\"http:\/\/www.markfrim.co.uk\/images\/ludum12\/saturday_dinner.JPG\" alt=\"\" \/><\/p>\n <p>As far as the game goes, I only have this screenshot to show:<\/p>\n <p><img src=\"http:\/\/www.markfrim.co.uk\/images\/ludum12\/screen1.png\" alt=\"\" \/><\/p>\n <p>Its a pretty much completely disfunctional tilemap and player sprite. You&#8217;ll notice the glaring pink instead of actual transparency, the missing rows of tiles on the right and bottom, and even the fps counter is wrong, seeing as the max should be 60. If this picture was moving you&#8217;d also see the player sprite move in the <em>opposite <\/em>direction to the left and right keys, with the same fixed graphic, while floating slowly down the screen like a feather and completely failing to collide with the floor on the way.<\/p>\n <p>But as we all know, the best code always gets written at 3am, so I&#8217;m hoping I can still turn this thing around.<\/p>","time":"August 9th, 2008 10:49 am","title":"Way, Way Behind"}