Home | Rules and Guide | Sign In/Create Account | Write a Post | Reddit | #ludumdare on irc.afternet.org (Info)

Thanks for making Ludum Dare 26 AWESOME! See you in August!

Ludum Dare 26 — April 26-29th, 2013
[ Results: Top 100 Compo, Jam | Top 25 Categories | View My Entry ]
[ View All 2346 Games (Compo Only, Jam Only) | Warmup ]

[ 10 Sec Video Compilation (x3) | 260 Game Video Compilation | IndieCade Deal | Ludum Deals (Unity Deal Ends Soon!) ]


Post-mortem.

Posted by
August 26th, 2012 6:19 pm

Well, this is pretty much what I learnt:

NEVER EVER IMPLEMENT SCROLLING DURING THE COMPO EVER AGAIN.

I basically had 6 hours to make a game. Totally reusing this engine for next time, so I’ll have the whole 48, instead of spending a whole day on the bloody scrolling.

But aside from a few last-minute hacks, it’s a fairly solid engine. It maintains a linked list of all entities, allows for adding and removing said entries, has a roughly O(n^2) collision detection method, scrolls a 128×128-tile (64×64-chunk) virtual playfield in a 64×64-tile VDP playfield (I hope to extend this to double the size in each direction), has slopes (I COULD NOT RELEASE THIS WITHOUT SLOPES THAT WOULD BE WRONG), and that’s pretty much it.

Oh yeah, I pretty much spammed twitter during the compo. I cannot guarantee the whole lot will make sense.

So there we go!

One Response to “Post-mortem.”

  1. RawBits says:

    Yes, scrolling was the hardest part for me too – even though I don’t need to load anything because everything is in memory. It was about 5 hours including the 2 hour bug hunting… :)

Leave a Reply

You must be logged in to post a comment.


All posts, images, and comments are owned by their creators.

[cache: storing page]