{"author_name":"Red Mike","cat":"LD #25","comments":[],"epoch":1355567580,"likes":1,"metadata":{"p_key":"49454","p_author":"Red Mike","p_authorkey":"14718","p_urlkey":"85130","p_title":"LD25 Progress Report #5","p_cat":"LD #25","p_event":"LD25","p_time":"1355567580","p_likes":"1","p_comments":"0","p_status":"UPD5","us_key":"14718","us_name":"Red Mike","us_username":"red-mike","event_start":"1355443200","event_key":"14","event_name":"LD25"},"text":"<p>First major scrapping of code. The initial movement code was shoddy, at best. The train had pixel-based position, and the terrain was tile-based. Having this inconsistency made it really hard to actually do junctions and turns. Rewriting the track system into a node system, where each exit is a node, and movement is done as a simple linear interpolation between the positions of the two nodes that are connected at one point. <\/p>\n <p>That took longer than expected, around two hours per total. Junctions have also been worked in properly, with the train currently toggling the junctions as it passes through them.<\/p>\n <p><a href=\"http:\/\/www.ludumdare.com\/compo\/2012\/12\/15\/ld25-progress-report-5\/5-19\/\" rel=\"attachment wp-att-200727\"><img src=\"http:\/\/www.ludumdare.com\/compo\/wp-content\/uploads\/2012\/12\/5-300x132.png\" alt=\"5\" width=\"300\" height=\"132\" class=\"alignnone size-medium wp-image-200727\" srcset=\"http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2012\/12\/5-300x132.png 300w, http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2012\/12\/5.png 454w\" sizes=\"(max-width: 300px) 100vw, 300px\" \/><\/a><\/p>","time":"December 15th, 2012 5:33 am","title":"LD25 Progress Report #5"}