megashroom

LD27

I’m in!

This is pretty last minute, and this’ll be my first full LD, or LD ever for that matter.

I’ll probably be using python and pygame, or C and SDL.

I’ll most definitely be using sfxr for sound too.

However, as I want to reach the largest audience possible, I’ll most likely use python.

 

As this might affect my decision, are there any compilers that let you compile to different architecture?

I’m using gcc on Debian if that changes anything.

Comments

Hegemege
23. Aug 2013 · 21:04 UTC
As long as you have a windows machine you can use a pygame2exe.py script. Can’t remember where I found it from, but that’s what I’ve been using. Look it up from my previous game’s linux source (it’s in the root), I havent uploaded it anywhere, I really should.
Hegemege
23. Aug 2013 · 21:06 UTC
And regarding the architecture if you go with C, I’m pretty sure you can’t do that. Good luck though!
megashroom
23. Aug 2013 · 21:11 UTC
Yeah, I was thinking of using py2exe for windows.

Sad that C will be unfeasible though, or at least slightly harder.
Hegemege
23. Aug 2013 · 21:37 UTC
You’ll just want to use Python, C is way too slow if you are planning on getting anything proper done. Also, don’t bother using fancy frameworks and content engines, just code features after features and hope it all sticks together well
megashroom
24. Aug 2013 · 20:18 UTC
Yeah, I wrote a few wrappers for SDL that make things many times easier, but I’m using python anyway.

Slow progress is better than no progress.

nothing

After around 8-12 hours of work, I’ve implemented all of the things that I need to for this game, now I can start fixing the odd bugs that have popped up.

The game will probably revolve around having a pool of “seconds” that you may lose in various ways in each level.

Each level will most likely involve some sort of puzzle.

If you run out of seconds and can’t win, you have to start over, in a strange, voluntary permadeath sort of situation.

10 seconds for Cactusman Post Mortem-and a question

screeny2

Hours of sleep: Around 8.

Lines of code: 2621.

Curious bugs: Innumerable.

Things I did wrong: Almost all of them.

However, I suppose that I did the most important thing correctly, making and submitting “10 seconds for Cactusman” within the 48 hour period.

 

Looking back upon my development process, I realize that the most blaring mistake I made was made before I began the competition, I failed to write much of an engine, even a rudimentary engine, before the theme was released, and thus spent most of the first and second days writing collision code and various other theme unrelated tasks.

The other mistakes that I made were less damaging. Ignoring the theme until the final ten seconds of development, writing a terrible level-saving format, and finally not correcting bad bugs, but spending hours fixing the most minor of issues, probably set me back a bit, but I honestly don’t know how fatally they’ve crippled “10 seconds for Cactusman” overall.

Anyway, that’s it for my first postmortem, and my first LD.

Hopefully I’ll be able to implement something cooler next time.

 

P.s. How do you rate games?

Comments

megashroom
26. Aug 2013 · 00:13 UTC
Never mind, I figured out how to rate entries.