{"assets":[],"author_link":"author\/rxi\/","author_name":"rxi","cat":"MiniLD","categories":["MiniLD"],"comments":[],"epoch":1379911320,"event":"LD27","likes":10,"metadata":{"p_key":"80389","p_author":"rxi","p_authorkey":"0","p_urlkey":"289399","p_title":"Submitted","p_cat":"MiniLD","p_event":"LD27","p_time":"1379911320","p_likes":"10","p_comments":"0","p_status":"WAYBACK","us_key":null,"us_name":null,"us_username":null,"event_start":"1377216000","event_key":"18","event_name":"LD27"},"source_url":"2013\/09\/23\/submitted-43\/","text":"<p>\u00a0<\/p>\n<p style=\"text-align: center\"><a href=\"http:\/\/www.ludumdare.com\/compo\/minild-45\/?action=preview&amp;uid=16007\" rel=\"attachment wp-att-297275\"><img alt=\"Click me\" class=\"aligncenter size-full wp-image-297275\" height=\"239\" src=\"http:\/\/www.ludumdare.com\/compo\/wp-content\/uploads\/2013\/09\/clickme.gif\" width=\"363\"\/><\/a><\/p>\n<p>Submitted the \u201cgame\u201d last night, but I was too tired to make a post about it. <a href=\"http:\/\/www.ludumdare.com\/compo\/minild-45\/?action=preview&amp;uid=16007\">Game is over here.<\/a><\/p>\n<p>I unfortunately didn\u2019t didn\u2019t get a chance to finish it, so it\u2019s very short. That being said, I\u2019m rather happy with the results. I was using a very old 16bit DOS compiler (turboC, 1988), I had to run it with warnings disabled as it wouldn\u2019t shut up and no amount of brackets and casting could make it understand that I meant to do something a certain way \u2014 the lack of useful warnings was a massive contrast to how I\u2019d run GCC, with -Wall. This lead to a lot of bugs, glitches and issues throughout.<\/p>\n<p>I\u2019m also convinced that as you approached the 64kb global\/static memory limit in TurboC that some variables would begin to overlap or something to that effect. I did a little reading and discovered TurboC was prone to a lot of weirdness, so it doesn\u2019t seem out of the question. Knowing the compiler would be less forgiving in terms of warnings I specifically approached the code with the intent of avoiding malloc (I did use it for allocating memory for the images, though), I only discovered later on about the global\/static memory limit. Despite turboC\u2019s 64k limit there was\u00a0something quite nice about only using the stack and global\/static memory, as if you get a much clearer idea of exactly how much memory you\u2019re using and don\u2019t need to worry about memory leaks or other memory issues, everything has a preset upper bound.\u00a0This has made me consider writing a game that doesn\u2019t use malloc at all in the future, although I\u2019d have to use a different compiler.<\/p>\n<p>I may do a longer write up on the technical aspects of the game and its code, but I question how relevant the information might be in 2013 \ud83d\ude09<\/p>\n<p>Looking forward to trying out some of the other entries, I saw some impressive screenshots being posted. I\u2019ll hopefully get a chance to give them a go this evening.<\/p>","time":"September 23rd, 2013 4:42 am","title":"Submitted","title_was_empty":false}