{"author_name":"AngelDE98","cat":"LD #23","comments":[],"epoch":1336561860,"likes":0,"metadata":{"p_key":"55819","p_author":"AngelDE98","p_authorkey":"11776","p_urlkey":"91537","p_title":"My Post-Mortem Summarry","p_cat":"LD #23","p_event":"LD23","p_time":"1336561860","p_likes":"0","p_comments":"0","p_status":"UPD5","us_key":"11776","us_name":"AngelDE98","us_username":"angelde98","event_start":"1334880000","event_key":"10","event_name":"LD23"},"text":"<p>Yeah , it is comming kinda late . I will also do the &#8221; post-mortem &#8221; release of the game in a polished engine .<\/p>\n <p>It was kinda fun for the first time . First porting the menu engine I made for window designs into a game engine BEFORE the compo , then reach it in . Then all the graphics , level designing &#8211; or better the fails of it &#8211; and collision fails .<\/p>\n <p><strong>What went right<\/strong><\/p>\n <p>&#8211; <em>Graphics<\/em>\u00a0&#8211;<\/p>\n <p>These were easy to do , even were fun to do . Even if the spikes were unuseable later on .<\/p>\n <p>&#8211; <em>Sounds<\/em>\u00a0&#8211;<\/p>\n <p>SFXR was my best friend . Even if there were background music loops , I could not loop them with the release of my engine I had there .<\/p>\n <p>&#8211;\u00a0<em>Concept \/ Idea<\/em>\u00a0&#8211;<\/p>\n <p>Even if there was no real concept \/ idea , I had one in a fast time . Even when the theme wasn&#8217;t fitting pretty well , I made it as well as I could . See &#8221; What went wrong &gt; Level Generator &#8221; for some info .<\/p>\n <p><strong>What went wrong \/ horribly wrong<\/strong><\/p>\n <p>&#8211;\u00a0<em>Java and Eclipse<\/em>\u00a0&#8211;<\/p>\n <p>They both made jokes out of me &#8230; not really , but I had weird BSODs hunting me when porting the game into JRE6 . The current engine version uses JRE6 natively now .<\/p>\n <p>&#8211; <em>Level Generator<\/em>\u00a0&#8211;<\/p>\n <p>Nothing went more wrong than that one . I had planned levels , but the bmp format was too inconvinient . &#8221; TilED &#8221; support ? Nope &#8211; as long as I had that version of the engine . The post-mortem release will have even custom level support for sharing levels . So what to do ? The level generator came in &#8211; and it just created noise of blocks . So I had to move into jam for fixing the generator to make mazes . The first of many tests went wrong . Then it made better mazes . The size was dependent : I had a size of 1024&#215;1024 pixels before , now it&#8217;s smaller . This gives the &#8221; tiny world &#8221; feeling .<\/p>\n <p>&#8211;\u00a0<em>Collisions<\/em>\u00a0&#8211;<\/p>\n <p>Collisions were mainly the engine part not working properly . They went sooo wrong that you stick on the wall or get stuck easily . I have rewamped them with per-pixel-collision checkings in the new engine version .<\/p>\n <p>&nbsp;<\/p>\n <p>Conclusion : It was fun , it was cool . I&#8217;ve learned for my next LD .<br \/>\n BTW : My engine will soon be open-source and as it seems I will use it next LD , too .<\/p>","time":"May 9th, 2012 6:11 am","title":"My Post-Mortem Summarry"}