{"author_link":"\/users\/hilvon","author_name":"Hilvon","author_uid":"hilvon","comments":[],"epoch":1501145545,"event":"LD39","format":"md","ldjam_node_id":37386,"likes":4,"metadata":{"p_key":"94968","p_author":"Hilvon","p_authorkey":"1009192","p_urlkey":"309064","p_title":"Tools I Use","p_cat":"LDJam ","p_event":"LD39","p_time":"1501145545","p_likes":"4","p_comments":"0","p_status":"WAYBACK","us_key":"1009192","us_name":"Hilvon","us_username":"hilvon","event_start":"1501200000","event_key":"74","event_name":"LD 39"},"node":{"_collation":{"body_sanitizer":"TextUtils::SanitizeHTML via existing importer","event":"LD39","removed_author":false},"_superparent":32802,"_trust":7,"author":9192,"body":"People seem to be really eager to pre-announce their tool belts, and I am kind of feeling left out now. So here are mine:\n\n- Engine: Unity3D\n- Coding: C# \/ Visual Studio Community 2017\n- Visuals: Blender \/ Krita\n- Sound: NA. (Will try BFXR for effects, but NFI what to use for background music\u2026)\n\nAnd seeing a lot of people announce they would be using their own engines, or even plain C\u2026 Makes me impressed.\n\nI remember when I was young (sometime around 2000) me and a couple of friends tried to create a game. And I was coding it using\u2026 quick Basic. smile And I even managed to make a Fallout-like isometric map rendering with each tile having it\u2019s \u201cSprite\u201d and those were rendered in sequence to make a map. Though\u2026 at that time we didn\u2019t know such words as \u201cRendering\u201d or \u201cSprite\u201d. Heck\u2026 Even the \u201csprites\u201d we used for rendering were not actually images loaded from external files. Those were subroutines issuing commands to set color of specific pixels. And it was kind of tedious to make those (and adjust them if needed). And animations? We didn\u2019t even get to those realms before the project died off.\n\nBut the most low-level tool I ever used for creating something, was probably my macro-assembler project\u2026 the \u201cLife\u201d simulation with glorious 320x200 resolution, 256 colors EGA graphics (Those are pretty trivial in assembler as all the video memory basically fits into one Segment - 64kb )\u2026 And it worked\u2026 Though it wasn\u2019t epilepsy-friendly.","comments":0,"created":"2017-07-27T08:35:12Z","files":[],"files-timestamp":0,"id":37386,"love":4,"love-timestamp":"2018-08-07T17:24:38Z","meta":[],"modified":"2018-08-07T17:24:38Z","name":"Tools I Use","node-timestamp":"2017-07-27T08:52:25Z","parent":34583,"parents":[1,5,9,32802,34583],"path":"\/events\/ludum-dare\/39\/runaway-convoy\/tools-i-use","published":"2017-07-27T08:52:25Z","scope":"public","slug":"tools-i-use","subsubtype":"","subtype":"","type":"post","version":94181},"node_metadata":{"n_key":"37386","n_urlkey":"309064","n_parent":"34583","n_path":"\/events\/ludum-dare\/39\/runaway-convoy\/tools-i-use","n_slug":"tools-i-use","n_type":"post","n_subtype":"","n_subsubtype":"","n_author":"9192","n_created":"1501144512","n_modified":"1533662678","n_version":"94181","n_status":"WAYBACK"},"source_url":"https:\/\/ldjam.com\/events\/ludum-dare\/39\/runaway-convoy\/tools-i-use","text":"People seem to be really eager to pre-announce their tool belts, and I am kind of feeling left out now. So here are mine:\n\n- Engine: Unity3D\n- Coding: C# \/ Visual Studio Community 2017\n- Visuals: Blender \/ Krita\n- Sound: NA. (Will try BFXR for effects, but NFI what to use for background music\u2026)\n\nAnd seeing a lot of people announce they would be using their own engines, or even plain C\u2026 Makes me impressed.\n\nI remember when I was young (sometime around 2000) me and a couple of friends tried to create a game. And I was coding it using\u2026 quick Basic. smile And I even managed to make a Fallout-like isometric map rendering with each tile having it\u2019s \u201cSprite\u201d and those were rendered in sequence to make a map. Though\u2026 at that time we didn\u2019t know such words as \u201cRendering\u201d or \u201cSprite\u201d. Heck\u2026 Even the \u201csprites\u201d we used for rendering were not actually images loaded from external files. Those were subroutines issuing commands to set color of specific pixels. And it was kind of tedious to make those (and adjust them if needed). And animations? We didn\u2019t even get to those realms before the project died off.\n\nBut the most low-level tool I ever used for creating something, was probably my macro-assembler project\u2026 the \u201cLife\u201d simulation with glorious 320x200 resolution, 256 colors EGA graphics (Those are pretty trivial in assembler as all the video memory basically fits into one Segment - 64kb )\u2026 And it worked\u2026 Though it wasn\u2019t epilepsy-friendly.","title":"Tools I Use","wayback_source":[]}