So, as I’m getting ready to have some lunch, let’s reflect on what we have at the moment:
- map rendering works perfectly, I implemented a partial view of a map, so it will scroll along when the player moves.
- sprited animation, one slight bug in the sprite while moving, nothing to worry about at this time.
- collision detection, I only need to fix an offset on the collision map. As it is now, the collision map is offset by about half a map. But the upside is: it works.
Compared to last time, not taking art into account, HAH “art” he says, I’m about as far as I got last time in Ludum engine-wise.
On the TODO list until the next blog update:
- fix that collision bug
- movement to other maps, not sure how to do that just yet, but I will need to get that working before moving on
- generic display of text
- decide on genre. RPG or Action/Adventure.
That’s about what I’ll do until the next update. Now, until I wait for lunch to be served (yes served :awesomeface:) I’m going to clean my code a bit. It’s beginning to reek.
Here we go again: Ludum Dare. Trying to complete a game within 48 hours of the theme announcement. I entered the previous contest (LD 22) and I finished a game. It’s not a triple A game, but I finished it nonetheless. I told myself this time is going to be different. This time I’ll be prepared.
That was 4 months ago. And now on the verge of the 10 year anniversary edition of Ludum I find myself more prepared, but not to say I’ll have a game that outshines my previous one by a multitude of a gazillion. I prepared a bit, but not as much as I wanted to. But I tried to prepare very efficiently. I looked at some of the parts I had some issues with during last Ludum:
- map creation
- map rendering
I guess I’ll just run into other issues while I avoid the above. But those issues will be more game-related annd less related to slick2D.
Code : Java 6
- IntelliJ IDEA – somewhat fell in love with this IDE during the past month. Try it if you can.
- Slick2D – same as last time, solid choice
- VCS – svn @ google code
- Paint.NET – seems like a solid choice once more
- might look into http://danikgames.com/stuff/pyxeledit/ if the need arises
Sound FX / Music
- SFXR, gooooood stuff
- otomata, cool output (thanks claus)
-audacity, IF I need it
- Chronolapse for those sexy timelapses
- A block of paper and a pen for those sexy brainstorm sessions
- Spotify, unbearable without
- Beer (got it covered)
So, that’s about the gist of it. Good luck to everyone and have fun.
Man, I’m loving the rush of finishing a game in 48 hours.
I learned a lot throughout this Ludum Dare.
Preparation is key. And I don’t mean by programming the game before the compo starts, but by knowing your tools inside out. I spent a lot of Saturday messing around because I didn’t practice enough with Slick2D. That was noticeable by the peaks and lows my FPS had. It went from as high as 3000 to as “low” as 200 FPS because of a few changes. I’m pretty sure that I won’t do that much better the next Ludum Dare, but I’m confident that eventually I’ll master resource management.
Clean code is good code. Yeah, screw that. I tried maintaining the cleanest code possible throughout Saturday and spent more time “cleaning code” than writing code. I stopped writing clean code on Sunday. I’m not saying “screw clean code entirely” but in a Ludum Dare situation it can get hectic and it’s better to output code fast instead of clean. It’s not like I’m maintaining this game after today.
Make it playable as fast as possible. I read some developers preaching this and to be honest, it’s cool and fun when your game is running and changes you made are instantly testable. I switched from a platformer to a topdown view during the course of Saturday. I felt platforming wouldn’t have been as fun and as smooth as topdown would have been. Know your limits applies.
All in all, this game isn’t that much fun. It entertains you for a minute, or two if you’re a slow player, but I’m glad I made it.
Link to my Ludum Dare page : http://www.ludumdare.com/compo/ludum-dare-22/?action=preview&uid=7229
So cats move now. And you can win the game. Cool stuff.
Onto finishing them tiles.
9 hours left and I’m wasting time on drawing stupid tiles.
stopping tile drawing and going to kitten movement, after dinner that is.