Last time I used Java, this time? I have no idea! But I keep forgetting about this awesome competition and have been missing out, I have about 6 hours to decide what I am going to use, C++? C#? Java? Unity3D? Heck, might even give Stencyl a go.
We will see.
Well, guess its time to admit defeat, the collision is more or less where I want it, but theres no gameplay at all(other then being able to run and jump).
At least I know next time not to try to learn new libraries during a time limited schedule, deciding to use Phys2D was a big mistake, and sticking to my guns about using it rather then chucking it away after realizing how much time I was wasting just to get it running was an even bigger mistake, but at least I know quite a bit about the Phys2D library now, and know more about Slick2D, so I can’t say this has all been a wasted effort.
Either way, I will see if I can still get it done for the jam, but I wont be submitting it now as the player sprite wasn’t created by me, was just a sprite test to see how things were looking with Slick2Ds SpriteSheet and Animation classes(which I discovered even existed more then half way through the first day).
Well, not doing too well, but I finally managed to merge scrolling + Slick + Phys2D at a decent framerate, though Phys2D still suffers from inaccuracy with box on box collision, if you see the grid lines on the floor and various platforms, those are where my collision boxes are, and the “player” gets stuck when trying to move across them, a circle will work, but I am going to continue looking into better generation of the worlds collision bodies from a tile engine before resorting to that(since it uses circles, and not ellipses….)
A game is not what I have right now, not even close, fun…just not a game…
Well, I guess I should have seen it coming, working with libraries I have never used before when time is limited isn’t a good idea
I spent the first few hours planning and coding, and doing some artwork and getting tiles up and working, Slick hasn’t really complicated that process at all(easy to learn).
But then I decided I would go ahead and use the Phys2D library I had prepared in my project, which took a bit more to figure out, but the worst thing is it made most of my other code redundant, so I have had to sit back and rethink how to structure it to integrate Phys2D to make the best use of it…..turns out I’m pretty much starting from scratch, minus some initial setup code.
But anyway, here is where I am currently sitting
The yellow circle is the “player”, movable with A and D, and can jump with space, the squares around the outside is whats left of my tile system(which used to actually be textured).
Great experience all around however.
Well, waiting for the theme to be announced, but it seems I managed to get ready to start(not that there is a need to start straight away).
I’ve decided ill go with Java, and use something I haven’t used before: LWJGL, Slick2D and Phys2D, lets hope I can figure these out while still getting work done
This isn’t exactly my first time at Ludum, but apart from my slacking off attempt at LD#18(didn’t hear it was on until 20 hours in, then spent most of my time watching Notches livestream), it has been awhile.
Really not sure what I am going to use at this stage, but will either be C++ or Java, most likely Java as I am not too familiar with any engine libraries for C++, and for simple games Java does have the development speed advantage over C++.
I do know I will be using Paint.NET, Sfxr and Musagi for other parts of the game however.