{"author_name":"Covenant","cat":"LD  #18 - Enemies as Weapons - 2010","comments":[],"epoch":1282401060,"likes":0,"metadata":{"p_key":"69822","p_author":"Covenant","p_authorkey":"326","p_urlkey":"105627","p_title":"Advancing army\u2026","p_cat":"LD  #18 - Enemies as Weapons - 2010","p_event":"LD18","p_time":"1282401060","p_likes":"0","p_comments":"0","p_status":"UPD5","us_key":"326","us_name":"Covenant","us_username":"covenant","event_start":"1282262400","event_key":"4","event_name":"LD18"},"text":"<p>Got some more game logic in the game: the army now advances&#8230;<\/p>\n <p>The army can only spawn in grass-tiles on the left side, and it advances choosing randomly a direction (up, down, right), prioritizing up and down (to avoid having too many &#8220;straglers&#8221;).<\/p>\n <p><a title=\"screen02.jpg\" href=\"http:\/\/www.ludumdare.com\/compo\/wp-content\/uploads\/2010\/08\/screen02.jpg\"><img src=\"http:\/\/www.ludumdare.com\/compo\/wp-content\/uploads\/2010\/08\/zrtn_003n202631fc_tn.jpg\" alt=\"screen02.jpg\" width=\"500\" height=\"387\" \/><\/a><\/p>\n <p>Took me longer than normal, since I did an XML system to be able to customize any unit&#8230; so adding new units, is just editing the XML file (data-driven code ftw!).<\/p>\n <p>The sprite is traced from Oryx&#8217;s sprite pack from the TIG Assemblee competition (really like that pack)&#8230; I zoomed it in Photoshop than placed all pixels by hand in a new image, adding the small feet animation aswell&#8230; Think this is allowed and it looks much better than something that I started without a reference&#8230; Going to do that for the rest of the graphics, since it looks nice&#8230;<\/p>\n <p>Now to get some wall-destroying logic going&#8230; The army will only attack the wall if he can&#8217;t move forward anymore (the army never retreats!).<\/p>","time":"August 21st, 2010 9:31 am","title":"Advancing army\u2026"}