{"author_name":"Jani Nyk\u00e4nen","cat":"LD #31","comments":[{"author_name":"","time":"December 6, 2014 12:56 pm","epoch":1417888560,"text":"Sorttaa vihut piirt\u00e4mist\u00e4 varten y-koordinaatin perusteella t: tietomies","spam":"N"}],"epoch":1417888260,"likes":1,"metadata":{"p_key":"23933","p_author":"Jani Nyk\u00e4nen","p_authorkey":"503344","p_urlkey":"59334","p_title":"An enemy prototype","p_cat":"LD #31","p_event":"LD31","p_time":"1417888260","p_likes":"1","p_comments":"1","p_status":"UPD5","us_key":null,"us_name":null,"us_username":null,"event_start":"1417737600","event_key":"26","event_name":"LD31"},"text":"<p>I made a simple prototype of the first enemy. It cannot be killed or hurt by bombs, but otherwise it works&#8230; kind of. I think I have to program some kind of &#8216;depth buffer&#8217; (is that correct term?), because currently those enemies sometimes overlay each other incorrectly. By depth buffer I mean some kind of array where the drawing order of the game objects is stored. Or maybe I add &#8216;depth&#8217; value to all objects or something&#8230; (<strong>EDIT: <\/strong>I solved the issue already, it took two minutes)<\/p>\n <p><img src=\"http:\/\/s25.postimg.org\/fb32epx5p\/hunt03.gif\" alt=\"\" \/><\/p>\n <p>Anyway, I think I&#8217;ll go to sleep soon, it&#8217;s already 10 PM here in Finland and I want to wake up early to continue the development.<\/p>","time":"December 6th, 2014 12:51 pm","title":"An enemy prototype"}