Close, but not quite…
This was a rather disappointing first attempt. I was unable to coax the copy compiled under XCode to run outside of the Debug mode of the IDE. I also tried to set up Code::Blocks to compile the project, but it just plain failed altogether, and now I’m out of time, so I guess that’s that. It would be awesomely amazing if someone managed to get a copy compiled on Windows for me, but I don’t have very high hopes of that happening… live and learn. =)
This was quite a learning experience though. I had no prior experience using SFML. Using it for the competition was probably a mistake, but I’d been wanting to try it out for a while, so at least it forced me to finally get around to it. Next time I’ll get some prior experience, rather than diving in head first. Then there was the time. I know its been said many times, but… I really underestimated the amount of time it would take to both learn to use SFML, and make a game with it.
Finally, I’m rather proud of my art. Its still kind of crappy, but its less crappy than the usual stick figures and grass that I draw, so go me! I discovered character drawing style (from another) that I am actually capable of emulating (ie: it suits my limited artistic ability). Now its time to get a bunch of sleep and move on to other projects. And maybe watch that total lunar eclipse tomorrow night.
Update! I finally figured out why the stand-alone Mac app was not working. Next I’ll see if I can get Code::Blocks set up to compile a Windows version. If I can then I’ll see about working on a version for the Jam with a bunch of bug fixes.