I’m in. or so.
Hi folks! I’m in as long as school doesn’t get in my way.
Last time, Citsilaminim was somehow an success, but also a fail at once. Because of the even more and better Ludum Darers it was a flop, but still an success for me because I’ve been using Shadow Engine (my codebase for all my LibGDX projects) the first time. And I’ve read thru the comments.
And I’m still learning. Hey, this is no post-mortem!
Toolset:
Language: (Mostly?) Java
Graphics: Gimp, my best friend forevah.
Sounds: FL Studio, SFXR for Android Libraries: LibGDX + extensions for it
Codebase: SHIT Shadow ( https://github.com/AngelDE98/shit-engine )
Android testing devices: Asuugle Nexus 7 (2012), Phicomm FWS710 Pro
Map-Making: TilED
IDE: Eclipse. And I’ve wisely chosen it.
As you may notice in the repo above, GitHub is yelling about other languages than Java used my Shadow. Well… just ignore that. I’ve had experiences with Lua and GML some years ago but nothing worth noting… wait… did I just…?… nevermind.
Shadow (or Shadow Engine or SHIT Engine or just SHIT; SHIT stands for Super Hyper Interspacetimecontinuum Teabrewing-machine) is just what I’ve used last time if you may remember (really does anyone remember? I hope not!).
Some of my “old friends” from the Maescool Catacomb-Snatch GitHub repo helped me making it more performant – but not performant enough (my fault, heh). It’s running the testmap on 20 FPS on my low-end phone – still not playable. Also, Maescool has helped me with Ouya support.
I’ve also added some stuff suggested by the Ludum Dare community (for example, light system… well… that’s the only thing xD), GLSL support and shadow-casting fonts and game objects. Oh right – did I note the controller support?
Short:
I’m not ready but still participating. Hopefully you are ready.
Useless protip:
When using networked ADB (“adb connect XXX.XX.X.XXX”) and still get timeouts, wakelock your device. It may drain battery but help a lot. Also, reconnect both WiFi and wireless ADB on the Android device AND THEN rerun “adb connect”.