{"author_name":"modwizcode","cat":"LD #30","comments":[{"author_name":"","time":"August 25, 2014 9:32 am","epoch":1408977120,"text":"Actually using libgdx it shouldn&#8217;t be THAT hard to do assuming you know c++ pretty well.<br \/>\n It&#8217;s my second time here and I used directx with just simple framework I&#8217;ve made<br \/>\n but I actually made games [bad ones but still]<br \/>\n I think the problem was that you were inconfident because you haven&#8217;t worked alone before<br \/>\n So next time before you start LD try to make a game, maybe participate in the warmup<br \/>\n So you&#8217;re ready and confident ^^","spam":"N"}],"epoch":1408976640,"likes":1,"metadata":{"p_key":"26766","p_author":"modwizcode","p_authorkey":"41062","p_urlkey":"62199","p_title":"My First Competition \u2014 Connection For The Damned","p_cat":"LD #30","p_event":"LD30","p_time":"1408976640","p_likes":"1","p_comments":"1","p_status":"UPD5","us_key":"41062","us_name":"modwizcode","us_username":"modwizcode","event_start":"1408665600","event_key":"24","event_name":"LD30"},"text":"<p>(Note: Pictures will be added when I am not blocked from twitter and the images I posted there)<\/p>\n <p>So this dare, Ludum Dare 30 was my first time submitting a game to the competition. Not only that, it&#8217;s also one of the first times I&#8217;ve tried to make a game on my own. Most of my previous work was either very simple and not much of a game, or it&#8217;s been in a team of some friends. I had such a clever idea too, make a platformer that progresses from a hellish place, to paradise as the player works off their sins. However I never made such an elaborate game, I started 5:30 am on Saturday and planned to possibly stay up all night and work on it Sunday. As I worked on it, I eventually realized that my engine was going to be far too slow and I quickly jumped to libGDX. I got up and running pretty quickly. Then I hit a brick wall, I&#8217;ve never made a platformer. Ever. Not even a side scrolling, or tile based game of any sort.<\/p>\n <p>[Picture of progress at that point]<\/p>\n <p>I quickly decided that I would give up the scrolling movement and do one screen sized levels. Then it came to collision detection, collision detection was simple, I already had the code for the bounding boxes done, but I didn&#8217;t know what to do. How do I handle the intersection of player and npc, or player and moving platform or still platform even. So I took a glitch in one of my attempts to do the calculation, turned it into the win mechanic and cleaned up the background a bit. I finished the game about 12-1am and woke up very tired on Sunday to finish homework<\/p>\n <p>[Picture of finished product]<\/p>\n <p>So while I resign myself to learn platformers, and improve my graphics abilities and the like, it shows a clear lesson to be learned. Have a basic kind of game in your ability to make, know basic physics and collision code, don&#8217;t write an engine if you need alpha compositing to be complicated.<\/p>\n <p>[Picture of work environment]<\/p>\n <p>I don&#8217;t know what I&#8217;m going to do next competition, maybe I&#8217;ll try to make it with Unity, which I am not a fan of because I can&#8217;t use C++ and don&#8217;t really know how it actually works internally. I might use a C++ framework like SFML to handle the higher speed I need. I will definitely be able to do physics and a platformer in any language, but I may try and embrace some of the &#8220;magic&#8221; provided by engines that abstract away the actual work of programming.<\/p>\n <p>Expect a better game next year, and please post comments of your favourite articles on physics, collision detection and handling, and platformer creation. The more language agnostic the better.<\/p>","time":"August 25th, 2014 9:24 am","title":"My First Competition \u2014 Connection For The Damned"}