Basic player game mechanics are dooone!
Just need to add powerups. Then enemies. Then levels. Then…
You can watch me struggle with all of this on my Twitch stream!

Just need to add powerups. Then enemies. Then levels. Then…
You can watch me struggle with all of this on my Twitch stream!

To those of you who kept me company during this Ludum Dare, I want to give you a great big thanks! IRC #Ludumdare, FGD, and people following on my Twitch stream, you are all awesome!
My entry is right here.

Great big thanks once more to PoV and his support crew. Ludum Dare forever!
It’s time! Time for another Ludum Dare!
Good luck everyone! I intend to enter, if all goes well.
Can’t wait to see what people come up with!

New website, looks great!
Can't wait to use it for LD38! Oh, wait, I aaaaam.
Isn't this exciting?
(Actually, no, it isn't!)
I'm pretty late to the game, so I got a lot of catching up to do!

Well, not a lot to show so far.
Once more I pick a framework and then proceed to use it in a way it was never meant for! In this case, I am trying to do scaling/rotating tilemaps in HaxeFlixel.
Is it possible? Sure. Is it hacky? Oh heck yes.
It works, and now on to getting Nape to play along nice with the rotated tilemaps... But I think I will do that tomorrow!
It took me a lot longer than I expected to get this working. I'm an old pro at Flixel and Flash, but let me stress the OLD. Flixel has had one major re-write since I last touched it, and it looks like HaxeFlixel has undergone a few more since then. I had to relearn everything.
I am SO FAR BEHIND. :gorilla:

Well, I won't have a game done for this Ludum either! I keep doing this. :)
My problem was that I had a very big arcade expo this weekend, so my Friday and Saturday were mostly taken up with that. It only left me Sunday and today to get something going.
I then made a mistake of trying to use a framework which didn't support rotating tilemaps to make a game centered exclusively around rotating tilemaps. I was able to hack in support but it was just going to take too much time to modify the physics engine to handle that.
So I switched to Unity, but this also had its own problems! I needed to write my own Tiled map loader, because my friend requested that he have the ability to create his own levels. So I couldn't use any existing solutions (as they aren't geared for this, due to heavily pre-processing the TMXs before they are even part of the Unity asset resources). Ergo I spent most of my Sunday just writing that.
I have a working concept but you can't even shoot at anything. Not that there is anything to shoot at... :pig_nose:
Anyway, what I have:

Want to guess what game I am playing homage to?
I didn't get to finish my project, but I am uploading it anyway! Just because!
https://ldjam.com/events/ludum-dare/39/unfinished-ludumdare-39-game
Enjoy my flipping animation though, instead.

As an aside, I greatly improved the Tiled map loading system I wrote for Unity.

Eeek! Okay, so building a PolygonColldier2D is really slow, because it runs decomposition every time you insert a new polygon!
So I modified the code so it took my loaded collision polygons and then ran a simple swept-line combiner.

That's a lot better. Let's see what the performance is now.

Okay I can live with that!
But I am not sure if my cat is...

"Just five more minutes, okay?"
Zoom zoom! Blendering right now.


Well, maybe this will give an idea of what I am working on:

But what could the other genre possibly be????



You really suck, Strike Captain.

"Fine, going to ignore you if you aren't paying attention to me!"


Yeah, this is just what I need! My game crashes on exit!
At least it doesn't crash during running...
My build of Match Strike is up at itch.io to try to take the load off the LD server.
I love how my quality of code for these game jams works on an inverse principle.
Ludum Dare hour 0: "Well, let's stick to SOLID principles, abstract and document all interfaces, and make sure it's very nice clean code."
Ludum Dare hour -0.15 to deadline: Writes pointer accesses to directly muck with bits inside private structures of another object "I don't care, nobody will ever maintain this code..."
Ludum Dare in the future, with a new platform/post-compo release: "OH CRAP."
Due to the Player crash issue causing an error on exit (though the game itself runs just fine), I decided to try a WebGL build of Match Strike.
It works just fine, though there are some very minor graphics glitches.
Update: Seems the keyboard mapper stuff is causing other problems too, such as lack of keyboard focus. Well, that's what I get for using unfinished prototype code in a jam.