Here’s the pre-compo framework/library declaration.
Framework: Stego, the as3 framework I’ve cobbled together over the course of these events. I may go with Unity instead if for some reason I feel like going three dee once the theme is decided.
IDE: FlashDevelop.
Graphics: A copy of Photoshop CS 1 which as far as you know was obtained completely legitimately.
Music: Yet again I’ll be trying using WarioWare DIY for music. This hasn’t worked out so well in the past, but I don’t have any better ideas.
Sound Effects: I bet you can guess this one.
Timelapse: I will be using Keeyai’s Chronolapse, unless my laptop has problems with it again.
Will be listening to: Some combination of my DragonForce station on Pandora and my 8bitcollective favorites.
Sauce Control: Mercurial, pushed to Bit Bucket.
Twitter: @ExciteMike
Interweb pagesite: http://excitemike.com/
Strategy: I have a couple of super-simple game ideas that I’d really like to try out, so odds are I’ll be shoehorning the theme into one of those. The main issues I’ve had in previous LDs were doing crazy graphical things that take a long time to make/tweak or doing something that breaks the assumptions of my collision response code (switching to tile-based, how sliding along a surface is handled, or resting contact). I will just make sure to do pretty standard sprite stuff for graphics, and collision-wise I think I have a much more elegant solution now where I can use hitboxes (matched to sprite animations with this tool) to detect and handle the sorts of things that needed special handling in previous games. If I need to come up with ideas for levels, this should help me come up with something fast.
To make this post more exciting, here is a random Star Trek image:
