{"author_name":"stuckie","cat":"LD #15 - Caverns - 2009","comments":[],"epoch":1251721440,"likes":0,"metadata":{"p_key":"72527","p_author":"stuckie","p_authorkey":"267","p_urlkey":"108349","p_title":"Moons of Subterrane : Post Mortem","p_cat":"LD #15 - Caverns - 2009","p_event":"LD15","p_time":"1251721440","p_likes":"0","p_comments":"0","p_status":"UPD5","us_key":"267","us_name":"stuckie","us_username":"stuckie","event_start":"1251417600","event_key":"1","event_name":"LD15"},"text":"<p>The dust has barely settled, but I&#8217;m throwing up a post mortem anyway&#8230;<\/p>\n <p>Moons of Subterrane was interesting in that for the most part, nothing went wrong.<br \/>\n I had been feeling a bit ill and stuff, so didn&#8217;t do the full 48hr run, I perhaps did 24hrs instead&#8230;<br \/>\n So in keeping with my previous post-mortems, the good, bad and ugly &#8211;<\/p>\n <p>The Good:<br \/>\n As said, nothing really went wrong during the work I did.<br \/>\n Adding things was really easy due to the way I had set it up &#8211; albeit slightly convoluted in that maps and enemies\/stations are in different files.<br \/>\n The system kinda worked like a database to that effect&#8230; where each room was designed in a text editor and given a room number, and the map just referenced the room numbers. All data was loaded in on level load ( which can cause a pause or two )<br \/>\n Enemy spawners and flight paths were relatively easy to add as well.<br \/>\n Seeing as I did miniLD11 with Little Quirks ( which I&#8217;ve still been working on ) I was a lot more confident with the engine and how things worked, or should work, which was probably how I managed so well this time <img src=\"http:\/\/ludumdare.com\/compo\/wp-includes\/images\/smilies\/simple-smile.png\" alt=\":)\" class=\"wp-smiley\" style=\"height: 1em; max-height: 1em;\" \/><\/p>\n <p>The Bad:<br \/>\n Again, I didn&#8217;t really factor much time in for sounds.. and a ZX Spectrum could beat the sounds I did!<br \/>\n Testing was quite tricky as well, as the levels can be quite involving.<br \/>\n Also, no animations&#8230; so everything&#8217;s a static sprite &#8211; doesn&#8217;t look quite so good as it could&#8217;ve been but then, I&#8217;m no artist!<\/p>\n <p>The Ugly:<br \/>\n The submission phase&#8230; heh&#8230; I buggered this up spectacularly and only just realised after I got a comment stating it was far too fast.<br \/>\n The game was coded primarily on a Linux box, and I had a Windows laptop setup to do win32 builds on. I tested and built the correct binary, but somehow transferred an older binary to my Linux box when packing things up. Same thing happened with the Dingoo and Wiz builds ( they should work but just not have input, instead they crash due to other factors which I fixed this morning. )<br \/>\n Now, I have updated my entry with a fixed exe to download.. but this is tricky though as my original submission does have a broken exe &#8211; HOWEVER, and here&#8217;s the fun bit.. I included full source in that package and if you were to compile an exe from that source, you&#8217;d get the correct working version!<br \/>\n Also, I did put up various versions on my site, as I had some other people who were testing my game throughout the duration on Windows for me.<br \/>\n You can find them all here:<br \/>\n <a href=\"http:\/\/www.stuckiegamez.co.uk\/gamez\/ludumdare\/ld15\/\">http:\/\/www.stuckiegamez.co.uk\/gamez\/ludumdare\/ld15\/<\/a><\/p>\n <p>(The submitted package is: <a href=\"http:\/\/www.stuckiegamez.co.uk\/gamez\/ludumdare\/ld15\/MoonsOfSubterrane-LD15.7z\">MoonsOfSubterrane-LD15.7z<\/a> and the Win32 fix is: <a href=\"http:\/\/www.stuckiegamez.co.uk\/gamez\/ludumdare\/ld15\/SGZ2D.exe\">SGZ2D.exe<\/a>)<br \/>\n You&#8217;ll see that the exe in hour 44 does infact work at the correct pace ( without sound.. though the sound is so dire and you&#8217;ll be probably turning it off anyway ), and you can check the source in the submitted package: specifically line 132 onwards (the updateInterfaces function) in Source\/code\/engine\/CInterpret.cpp &#8211; there lies the nasty hacky SDL specific framelimit code &#8211; which obviously isn&#8217;t active in the submitted exe.<\/p>\n <p>Also&#8230; KATE on Linux seems to do stuff to the files it edits, as on Windows they seem to have extra blank lines between every normal line.. hmm..<\/p>\n <p>So yea, although nothing technically went wrong during the competition, and I was surprised at that, I managed to bugger up the submission in spectacular style, instead! Woo!<\/p>","time":"August 31st, 2009 7:24 am","title":"Moons of Subterrane : Post Mortem"}