{"assets":[],"author_link":"author\/leondryaso\/","author_name":"leondryaso","cat":"LD #30","categories":["LD #30"],"comments":[],"epoch":1408963500,"event":"LD30","likes":5,"metadata":{"p_key":"81912","p_author":"leondryaso","p_authorkey":"0","p_urlkey":"291034","p_title":"Problems and messy code","p_cat":"LD #30","p_event":"LD30","p_time":"1408963500","p_likes":"5","p_comments":"0","p_status":"WAYBACK","us_key":null,"us_name":null,"us_username":null,"event_start":"1408665600","event_key":"24","event_name":"LD30"},"source_url":"2014\/08\/25\/problems-and-messy-code\/","text":"<p>Well, as a lot of people finished and LD48 is over, we are still working on our game called Flipper. At\u00a0the beginning, we didn\u2019t know we will even participate, but here we are, with nearly completed game. It is our first platformer and first LD game, but it isn\u2019t such bad. It all looked so easy, when I was creating basic game classes. But then, the first problem showed up \u2013 the FPS counter didn\u2019t work on my PC. OK, half an our for fixing does not hurt too much. We are writing a game, so what should I do next? Write a menu! Menu is very important, you know. So basically, I was working on menu\u00a0for like 3\u00a0hours. And we didn\u2019t have anything visible but menu for next +- 7 hours. What a good time plan. All the time we were creating \u201clow-level\u201d stuff like texture manager (which obviously wanted to irritate us as much as it could) on one side, because we didn\u2019t want to use any \u201cframework\u201d, so we are using only LWJGL and Slick-Util, but on the other side, we were preparing for the real gameplay, we had blocks and all that stuff. And the code was becoming more and more \u201cblobbed\u201d. We were stuck for few hours just because we had mess with positioning. The math is like \u201cone here, one there, some offset to this\u2026\u201d. The rendering and updating is written\u00a0in a very strange way, but why not, it works. And one of the biggest\u00a0problems \u2013 collisions. Hate them. Why not to use Death screen as Win screen as well. But the problem that rules them all is resources. We are such terrible at drawing, so we had to look for resources on the Internet. And editing them wasn\u2019t better. I just can\u2019t use GIMP \ud83d\ude00 But despite it all, we (nearly) made it. It remains only to create levels and do some minor tweaking.<\/p>\n<p><a href=\"http:\/\/www.ludumdare.com\/compo\/wp-content\/uploads\/2014\/08\/Sn\u00edmek-obrazovky-po\u0159\u00edzen\u00fd-2014-08-25-193108.png\"><img alt=\"Actual gameplay footage\" class=\"alignnone size-large wp-image-385641\" height=\"317\" sizes=\"(max-width: 550px) 100vw, 550px\" src=\"http:\/\/www.ludumdare.com\/compo\/wp-content\/uploads\/2014\/08\/Sn\u00edmek-obrazovky-po\u0159\u00edzen\u00fd-2014-08-25-193108-550x317.png\" srcset=\"http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2014\/08\/Sn\u00edmek-obrazovky-po\u0159\u00edzen\u00fd-2014-08-25-193108-300x173.png 300w, http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2014\/08\/Sn\u00edmek-obrazovky-po\u0159\u00edzen\u00fd-2014-08-25-193108-550x317.png 550w\" width=\"550\"\/><\/a><\/p>\n<p>Next time, I will force him to use libGDX or something similar, because solving \u201csimple problems\u201d like rendering texture for two or more hours is just bad. And we need to get some artist for the textures. And maybe change programming language. And maybe change developers. If there will be any \u201cnext time\u201d.<\/p>","time":"August 25th, 2014 10:45 am","title":"Problems and messy code","title_was_empty":false}