{"author_name":"Deepflame","cat":"LD #10 - Chain Reaction - 2007","comments":[],"epoch":1197698160,"likes":0,"metadata":{"p_key":"75645","p_author":"Deepflame","p_authorkey":"510131","p_urlkey":"111477","p_title":"Sparkle sparkle, burninate!","p_cat":"LD #10 - Chain Reaction - 2007","p_event":"LD10","p_time":"1197698160","p_likes":"0","p_comments":"0","p_status":"UPD5","us_key":"510131","us_name":"Deepflame","us_username":"Deepflame","event_start":"1197590400","event_key":"88","event_name":"LD10"},"text":"<p>My game is progressing nicely, and already I am starting to see signs of what the game will be like when it&#8217;s complete. There&#8217;s a little movement going on now, and the detonation cords are rendered. And I can now easily make the game end with a &#8220;Great Success!&#8221; when the bomb is hit. This was worrying me for a while, because I didn&#8217;t want to do some kind of ugly tile checking. Lucky, my chain tree is working without a hitch.<\/p>\n <p><img src=\"http:\/\/deepflame.deeplyswitched.com\/ld48-10\/screen03.jpg\" alt=\"Det Cords! Sparks! Whee!\" height=\"300\" width=\"400\" \/><\/p>\n <p>Also, as an example why hardcoding a recursive data structure is a bad idea, even if it is just for testing purposes and will be deleted once it&#8217;s confirmed to work:<\/p>\n <p>pRoot-&gt;GetUp()-&gt;GetUp()-&gt;GetUp()-&gt;GetUp()-&gt;GetUp()-&gt;GetUp()-&gt;GetUp()-&gt;GetUp()-&gt;GetUp()-&gt;GetRight()-&gt;GetRight()-&gt;GetRight()-&gt;GetRight()-&gt;SetDown(pTile);<\/p>\n <p>I wont do it again, I promise! \ud83d\ude09<\/p>\n <p>&#8211; Deepflame<\/p>","time":"December 15th, 2007 12:56 am","title":"Sparkle sparkle, burninate!"}