
Don't let him leave!
This was my first LD. First off I’d like to say that I had a blast. This was an interesting experience, and I learned a lot. Among the things I learned, or realized are:
-Sound is the hardest part of game development. The entire mood of your game is dependent on the aural atmosphere you create. On top of that, loading, mixing, and playing sound is bloody difficult. I used SDL_Mixer, which worked okay. Anybody know a C/C++ sound library that works better? OpenAL?
-SOIL (the Simple Opengl Image-loading Library) is wonderful. It can be made even better with this call when generating textures:
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
this sets the texture scaling to “jagged”, otherwise known as pixelated. Excellent for retro games. OpenGL has no functionality for color-keying (per-color transparency) from what I have read of the documentation, so I just loaded raw PNG data with SOIL and removed colors manually.
-Premade code is great, or would have been. Between now and December I am going to distill my code from this compo into a slim package I can use for LD22 and beyond. It will be posted, of course.
-Status updates! Not of the facebook variety, but an enum for each class with all the possible states of that class. Easy to program, easy to understand. Speaking of facebook, sequestering myself from the internet for most of the competition was a successful tactic. Not sure if that’s good or bad.
-Change the color scheme! The retro comeback of the last few years has left out palette swapping for the most part, since we have so damned much storage space we can make whatever images we want. It is an easy way to change up the scenery without drawing more stuff, however, so it’s perfect for LD.
Here’s my game, Fortress IX . Check out the game page and give it a whirl if you so desire.
-graham