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	<title>Ludum Dare &#187; TFernando</title>
	<atom:link href="http://www.ludumdare.com/compo/author/tfernando/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.ludumdare.com/compo</link>
	<description>A tri-annual 48 hour solo game development competition.</description>
	<lastBuildDate>Wed, 08 Feb 2012 14:14:06 +0000</lastBuildDate>
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		<title>LD19- Intent to Enter</title>
		<link>http://www.ludumdare.com/compo/2010/12/14/ld19-intent-to-enter/</link>
		<comments>http://www.ludumdare.com/compo/2010/12/14/ld19-intent-to-enter/#comments</comments>
		<pubDate>Tue, 14 Dec 2010 09:02:11 +0000</pubDate>
		<dc:creator>TFernando</dc:creator>
				<category><![CDATA[LD #19 - Discovery - 2010]]></category>

		<guid isPermaLink="false">http://www.ludumdare.com/compo/?p=30072</guid>
		<description><![CDATA[I was up in the air on LD19&#8230; I participated in LD15 and 17, so this was going to fit in the series. But I&#8217;m working on an entry for another competition which had a deadline of Dec 15th. That deadline got extended to the 19th, which would have conflicted. But that entry (BW16) is [...]]]></description>
			<content:encoded><![CDATA[<p>I was up in the air on LD19&#8230; I participated in LD15 and 17, so this was going to fit in the series. But I&#8217;m working on an entry for another <a href="http://www.8bitrocket.com/2010/11/19/announcing-the-8bitrocket-16k-retro-re-make-contest/">competition</a> which had a deadline of Dec 15th. That deadline got extended to the 19th, which would have conflicted. But that <a href="http://nightflyergames.com/?p=397">entry (BW16)</a> is very close to complete, so I&#8217;ll be able to participate in the compo.</p>
<p>Using-</p>
<p>FlashDevelop/FlexSDK</p>
<p>GiMP</p>
<p>I&#8217;d plan on using sfxr, but I want to play a little more with FlashPlayer 10&#8242;s on the fly sound generation&#8230; I haven&#8217;t decided yet whether to release/declare the sound &amp; music managers from BW16 or write new &amp; better ones from scratch. One way or another though, this will be my first LD with sound. </p>
]]></content:encoded>
			<wfw:commentRss>http://www.ludumdare.com/compo/2010/12/14/ld19-intent-to-enter/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
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		<item>
		<title>12hrs and I have&#8230;</title>
		<link>http://www.ludumdare.com/compo/2010/06/12/12hrs-and-i-have/</link>
		<comments>http://www.ludumdare.com/compo/2010/06/12/12hrs-and-i-have/#comments</comments>
		<pubDate>Sat, 12 Jun 2010 15:51:18 +0000</pubDate>
		<dc:creator>TFernando</dc:creator>
				<category><![CDATA[MiniLD #19]]></category>

		<guid isPermaLink="false">http://www.ludumdare.com/compo/?p=20824</guid>
		<description><![CDATA[&#8230; managed to get my lobby working, and synced two clients. (The price and demand are changing in real time, though you wouldn&#8217;t know from the screenshot.) Next up&#8230; a building selector, placement of buildings, switching between players&#8217; power plants, a thermodynamics model (!), and sabotage. Also sprites, sounds and music. And a context sensitive [...]]]></description>
			<content:encoded><![CDATA[<p>&#8230; managed to get my lobby working, and synced two clients. (The price and demand are changing in real time, though you wouldn&#8217;t know from the screenshot.)</p>
<p><img class="aligncenter size-full wp-image-20825" src="http://www.ludumdare.com/compo/wp-content/uploads/2010/06/MLDss1.png" alt="MLDss1" width="310" height="314" /></p>
<p>Next up&#8230; a building selector, placement of buildings, switching between players&#8217; power plants, a thermodynamics model (!), and sabotage. <img src='http://www.ludumdare.com/compo/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />  Also sprites, sounds and music. And a context sensitive menu. And help popups. And an AI that can play the game.</p>
<p>Yeah. The likelyhood that I&#8217;ll finish this is pretty low. But I&#8217;ll keep working and get as far as I can. Hopefully I&#8217;ll be able to duplicate the bug I&#8217;m looking for.</p>
]]></content:encoded>
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		<slash:comments>2</slash:comments>
		</item>
		<item>
		<title>I&#8217;m in &#8230; I need to bughunt anyways</title>
		<link>http://www.ludumdare.com/compo/2010/06/11/im-in-i-need-to-bughunt-anyways/</link>
		<comments>http://www.ludumdare.com/compo/2010/06/11/im-in-i-need-to-bughunt-anyways/#comments</comments>
		<pubDate>Sat, 12 Jun 2010 05:05:26 +0000</pubDate>
		<dc:creator>TFernando</dc:creator>
				<category><![CDATA[MiniLD #19]]></category>

		<guid isPermaLink="false">http://www.ludumdare.com/compo/?p=20791</guid>
		<description><![CDATA[I was going to skip this mini-LD, I really was. But I ran into an impossible bug on my current project sooo&#8230; I&#8217;m going to build some type of multiplayer industrial simulation. From scratch except: - I&#8217;ll use the playerio multiplayer API Basically I&#8217;m hoping that by being forced to quickly do a message handler [...]]]></description>
			<content:encoded><![CDATA[<p>I was going to skip this mini-LD, I really was. But I ran into an <a href="http://nightflyergames.com/?p=323">impossible bug</a> on my current project sooo&#8230;</p>
<p>I&#8217;m going to build some type of multiplayer industrial simulation. From scratch except:</p>
<p>- I&#8217;ll use the <a href="http://playerio.com/">playerio</a> multiplayer API</p>
<p>Basically I&#8217;m hoping that by being forced to quickly do a message handler from scratch, I&#8217;ll either not cause my bug (in which case I can compare the MLD game code to my main project code and fix it) or I&#8217;ll manifest the bug with more understandable symptoms because the message handler will be simpler (and then be able to compare to the project code and fix it).</p>
<p>(If the consensus is that this in unallowable middleware, I won&#8217;t enter the game for voting. It meets the criteria of LD16 for inclusion though (free, no NDA, I&#8217;m allowed to release my source, etc))</p>
<p>Regardless, watch this space for news on the development of Power Plant Operator vs Ninja! (Actually, I probably won&#8217;t do very many blog updates this time, since there&#8217;s quite a bit of work to do&#8230;)</p>
<p>My start time is 7:00PM Fri, AKDT (UTC -8). Current time is 9PM&#8230; Current status&#8230; the design document is done &#8216;enough&#8217;. <img src='http://www.ludumdare.com/compo/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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		<slash:comments>0</slash:comments>
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		<item>
		<title>Postmortem</title>
		<link>http://www.ludumdare.com/compo/2010/04/29/postmortem-4/</link>
		<comments>http://www.ludumdare.com/compo/2010/04/29/postmortem-4/#comments</comments>
		<pubDate>Fri, 30 Apr 2010 06:55:31 +0000</pubDate>
		<dc:creator>TFernando</dc:creator>
				<category><![CDATA[LD #17 - Islands - 2010]]></category>

		<guid isPermaLink="false">http://www.ludumdare.com/compo/?p=20244</guid>
		<description><![CDATA[A few days have passed, so its time for me to write a postmortem before I forget everything I did with Invasive. First: Thanks to everyone who played my game! This is long, and possibly of little interest so I&#8217;ll hide it behind a read-more tag. What went right/techniques learned&#8230; - Hybrid blitting engine I [...]]]></description>
			<content:encoded><![CDATA[<p>A few days have passed, so its time for me to write a postmortem before I forget everything I did with <a href="http://www.ludumdare.com/compo/ludum-dare-17/?action=rate&amp;uid=1164">Invasive</a>.</p>
<p>First: Thanks to everyone who played my game!</p>
<p>This is long, and possibly of little interest so I&#8217;ll hide it behind a read-more tag.<br />
<span id="more-20244"></span><br />
<strong>What went right/techniques learned&#8230;</strong></p>
<p>- Hybrid blitting engine</p>
<p>I didn&#8217;t implement a full-redraw-each-frame blitting engine, so I&#8217;m calling it a hybrid. The main viewing area of the game consists of three &#8220;zoom&#8221; classes extending Flash&#8217;s native Sprite class, which in turn each have a terrain, flora, fauna, and artifact layer. Those layers are 500&#215;480 transparent bitmaps to which I draw almost every frame. (The zoom class tracks a camera, and if it hasn&#8217;t been moved the terrain layer doesn&#8217;t refresh. The other layers get fed model data, and get cleared and repainted every frame.) At any given time, only one zoom class is visible, the others are .visible=false and aren&#8217;t fed model data.</p>
<p>Performance isn&#8217;t earth shattering, but up till now to do this project I would have added sprites to the display list for every movable object. Having a Flash display list several thousand items long just doesn&#8217;t really work well. <img src='http://www.ludumdare.com/compo/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />  So I was happy with this.</p>
<p>-Bitmaps for storing data</p>
<p>There are several cases in the game where I need to know if two things are in the same place. (A kiwi and a tree, a glomper and a kiwi, etc..) Since I had divorced the model from the view, I couldn&#8217;t do use either Gilbert&#8217;s bitmap collision class as I <a href="http://www.ludumdare.com/compo/2010/04/22/back-for-ld17/">had planned</a> , or Flash&#8217;s bitmap.hitTest[method]s. I was storing every objects locations in their own arrays. (Ie: Kiwi:Array, Glomper:Array, etc) Each object had it&#8217;s own class, but all of them had public GlobalX and GlobalY properties.) I&#8217;m sure there are faster ways of finding all intersections between two lists than a nested loop, but unfortunately I don&#8217;t know them (yet). In pseudo-code:</p>
<blockquote>
<p style="padding-left: 30px"><code>FOR EACH Kiwi:</code></p>
<p style="padding-left: 60px"><code>FOR EACH Tree:</code><code> </code></p>
<p style="padding-left: 90px"><code>if the Kiwi's location == the Tree's location:</code></p>
<p style="padding-left: 120px"><code>Do Stuff;</code></p>
</blockquote>
<p>On the other hand, most of the objects weren&#8217;t colliding at any given time. So, rather than checking -every- Kiwi against -every- tree, I did the following (in pseudo-code):</p>
<blockquote><p><code>PLOT EACH tree on an off screen bitmap</code></p>
<p><code>FOR EACH Kiwi:</code></p>
<p style="padding-left: 30px"><code>Look at bitmap and see if there is a tree, IF there is a tree:</code></p>
<p style="padding-left: 60px"><code>FOR EACH Tree:</code></p>
<p style="padding-left: 90px"><code>IF the Kiwi's location == Tree's location:</code></p>
<p style="padding-left: 120px"><code>Do Stuff;</code></p>
</blockquote>
<p>Even though I added an if operation to the nest, and even though there&#8217;s an extra loop outside the nest (to do the plot), the second pseudo-code snippet runs faster because it cuts out a nested for loop in a large percentage of cases. Since in the cases of the Kiwi/Glomper interactions the arrays could have literally thousands of members, this made the game possible. (Though I think the second snippet is still O(n^2)? I don&#8217;t have enough of a CS background to assess that.)</p>
<p>I also used a bitmap for initially storing map information (to set terrain tiles during initialization). This worked beautifully vs using an xml, just in terms of my own convenience.</p>
<p><strong>What went wrong:</strong></p>
<p>The zoom wasn&#8217;t intuitive</p>
<p>I was pretty happy/comfortable with my pan and zoom, but i had written it in the first place and knew how it was going to operate. I -should- have provided mouse-wheel zoom, mouse-edge panning, etc. And the zoom levels I provided were poorly chosen; for my convenience, rather than the player&#8217;s. Several commenters noted this and they&#8217;re right.</p>
<p>- On the outermost level of zoom, animals should have been more than 1&#215;1 pixel. And their colors could have been better.</p>
<p>It&#8217;s very hard to tell the difference between glompers and kiwis, because they&#8217;re represented at this level by single pixels&#8211; and those pixels are red and brown, two colors which don&#8217;t really show up well against the terrain. I think 2&#215;2 pixels might have been more visible, and I could have given more thought to contrast. (Also noted by commenters)</p>
<p>- I spent most of my time on displaying a model, and didn&#8217;t spend time on gameplay or interface.</p>
<p>In the versions up to 0.6, walls stop glompers but don&#8217;t stop Kiwis. Since I cowardly shrank from the challenge of pathfinding several thousand animals at once, the movement is decided at random. As a result I was afraid there was no win condition. So at the last minute I changed it so that walls stop everything&#8230; this meant there was an easy but possibly tedious way to win, hurting the fun value of the game. I didn&#8217;t really tune things I should have, such as the number of kiwis each glomper needed to eat before reproducing. Ultimately, this comes down to me failing to test sufficiently.</p>
<p>Likewise, several commenters noted that it would have been nice to have click-drag to place walls (which after all, are useless if just single blocks!). They&#8217;re right.. in fact I knew this before I released it, but-</p>
<p>- Time management/motivation</p>
<p>I stopped with several hours left because I was dead tired, and probably should have tried to take a nap rather than calling it a day. The major casualty of this is a sound effects engine, but there were others.</p>
<p><strong>For the present:</strong></p>
<p>I had fun building the game, and I think I improved my technical skills by dealing with the movement of large numbers of objects&#8211; a task I just wouldn&#8217;t have attempted in my usual projects.</p>
<p><strong>For the future:</strong></p>
<p>- I&#8217;ve now done two LDs where I tried to pull off something with more complexity than I was able to do properly. Next time I&#8217;m going to try to do something small, and polish it until I gotta wear shades.</p>
<p>- The general setup seems ok, and I like the idea of doing a game about invasive species. I may revisit this and try to implement a better ecosystem model (along with the interface improvements), and come up with a better game. There are other projects I need to finish first though.</p>
<p>-TF</p>
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			<wfw:commentRss>http://www.ludumdare.com/compo/2010/04/29/postmortem-4/feed/</wfw:commentRss>
		<slash:comments>4</slash:comments>
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		<title>I came here to rate games and chew bubblegum</title>
		<link>http://www.ludumdare.com/compo/2010/04/27/i-came-here-to-rate-games-and-chew-bubblegum/</link>
		<comments>http://www.ludumdare.com/compo/2010/04/27/i-came-here-to-rate-games-and-chew-bubblegum/#comments</comments>
		<pubDate>Wed, 28 Apr 2010 05:27:44 +0000</pubDate>
		<dc:creator>TFernando</dc:creator>
				<category><![CDATA[LD #17 - Islands - 2010]]></category>

		<guid isPermaLink="false">http://www.ludumdare.com/compo/?p=20018</guid>
		<description><![CDATA[And I&#8217;m all out of games. Anyone got bubblegum? So, since the compo ended I played and rated 172 games. Basically I started with the web games, then went through people I recognized from one or another site&#8230; then I started in on my assigned games, and when I finished those I just kinda kept [...]]]></description>
			<content:encoded><![CDATA[<p>And I&#8217;m all out of games. Anyone got bubblegum? <img src='http://www.ludumdare.com/compo/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>So, since the compo ended I played and rated 172 games. Basically I started with the web games, then went through people I recognized from one or another site&#8230; then I started in on my assigned games, and when I finished those I just kinda kept rating&#8230;</p>
<p>If I didn&#8217;t rate your game it was because:</p>
<li>Your game crashed before the title screen, or in the first few seconds after the title screen</li>
<li>Your game caused a Blue Screen of Death.</li>
<li>Your entry didn&#8217;t provide a web version or windows binary when I checked.</li>
<li>Your installer failed (XNA only, though most were fine)</li>
<li>You required hardware I don&#8217;t own. (eg, a gamepad)</li>
<li>Your download link was broken/shut down (I checked each of these more than once, sorry I missed you)</li>
<p>Some stuff I want to say:</p>
<li><strong>Don&#8217;t play 172 games in 2.5 days</strong>. They start to blend together, and there are some which I probably did not give the time they needed in order to be assessed. (Not -YOURS- dear reader, yours was unique and captivated me <img src='http://www.ludumdare.com/compo/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> )</li>
<li><strong>XNA guys</strong>- I know XNA has dependencies, so it makes sense to use installers. Please stop having those installers put stuff on my desktop and in my start menu. It&#8217;s not -difficult- to remove them, it&#8217;s just annoying. And I know you don&#8217;t HAVE to, because not all the XNA entries did.</li>
<li><strong>Flash</strong>- You need to have at least a basic preloader.  I might think your page just isn&#8217;t loading.</li>
<li><strong>Flash</strong>- Don&#8217;t link directly to your swf. Make a dummy html page, and use the embed tag. Or have the game hosted on swfcabin or similar. If you link direct to the swf, there are occasionally scaling issues.</li>
<li><strong>Flash</strong>- Don&#8217;t distribute your swf and call it a windows binary. Or if you do, include an html page that embeds it. Not everybody has a debug/standalone player.</li>
<li><strong>Everybody</strong>- It&#8217;s probably not a great idea to call your .zip archive LD17.zip&#8230;</li>
<li><strong>Everybody</strong>- Please DO indicate on your title screen how to get to the main menu. And if you include a line that says &#8216;Press the Any-Key to continue&#8217;, please make sure the left arrow works. <img src='http://www.ludumdare.com/compo/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </li>
<p>(I pick on Flash, because I do Flash.)</p>
<p>I thought the over all quality of the submissions was really high! I enjoyed making my game, I enjoyed playing all yours! I&#8217;m looking forward to doing this again in August!</p>
<p>-TF</p>
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		<slash:comments>15</slash:comments>
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		<item>
		<title>Done.</title>
		<link>http://www.ludumdare.com/compo/2010/04/25/done-10/</link>
		<comments>http://www.ludumdare.com/compo/2010/04/25/done-10/#comments</comments>
		<pubDate>Sun, 25 Apr 2010 18:49:58 +0000</pubDate>
		<dc:creator>TFernando</dc:creator>
				<category><![CDATA[LD #17 - Islands - 2010]]></category>

		<guid isPermaLink="false">http://www.ludumdare.com/compo/?p=18907</guid>
		<description><![CDATA[Submitted. The start of a sound handling system is in the source code, but I&#8217;ve decided not to implement it. I&#8217;m starting to break code while tinkering, so I think it&#8217;s time to call it a wrap and get some sleep. From version 0.6, many bugfixes of varying severity. No major gameplay changes. Good luck [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.ludumdare.com/compo/ludum-dare-17/?action=preview&amp;uid=1164">Submitted.</a></p>
<p>The start of a sound handling system is in the source code, but I&#8217;ve decided not to implement it. I&#8217;m starting to break code while tinkering, so I think it&#8217;s time to call it a wrap and get some sleep. From version 0.6, many bugfixes of varying severity. No major gameplay changes.</p>
<p>Good luck to everyone still working!<br />
-TF</p>
<p><img src="http://www.ludumdare.com/compo/wp-content/uploads/2010/04/SubScreenshot-550x413.png" alt="SubScreenshot" width="550" height="413" class="alignright size-large wp-image-18909" /></p>
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		<slash:comments>0</slash:comments>
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		<item>
		<title>Cleaning Up, Fixes, One Significant Change</title>
		<link>http://www.ludumdare.com/compo/2010/04/25/cleaning-up-fixes-one-significant-change/</link>
		<comments>http://www.ludumdare.com/compo/2010/04/25/cleaning-up-fixes-one-significant-change/#comments</comments>
		<pubDate>Sun, 25 Apr 2010 16:42:34 +0000</pubDate>
		<dc:creator>TFernando</dc:creator>
				<category><![CDATA[LD #17 - Islands - 2010]]></category>

		<guid isPermaLink="false">http://www.ludumdare.com/compo/?p=18821</guid>
		<description><![CDATA[New build here I now have a title screen, win/lose screens, and the game can reset itself nicely. Made a number of small changes for aesthetics (aligning text, cleaning up the intermediate zoom sand tiles, etc). I&#8217;ve had enough play testing now, to decide that I needed to change the walls so they block both [...]]]></description>
			<content:encoded><![CDATA[<p>New build <a href="http://nightflyergames.com/games/LD17/">here</a></p>
<p>I now have a title screen, win/lose screens, and the game can reset itself nicely. Made a number of small changes for aesthetics (aligning text, cleaning up the intermediate zoom sand tiles, etc). </p>
<p>I&#8217;ve had enough play testing now, to decide that I needed to change the walls so they block both the glompers and the kiwis. So that&#8217;s done. I don&#8217;t want to make traps life-limited, so that means I&#8217;m getting close to done. </p>
<p>Quite a bit of CPU usage on my computer, but it seems stable and I don&#8217;t seem to be leaking memory (for once <img src='http://www.ludumdare.com/compo/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> )<br />
<img src="http://www.ludumdare.com/compo/wp-content/uploads/2010/04/CPU.png" alt="CPU" width="468" height="142" class="aligncenter size-full wp-image-18830" /></p>
<p>I just need to figure out what sound effects I need/can generate&#8230; Thumps and such when the player adds objects are easy enough, but if I add a sound when things get eaten, it will be getting played more or less continuously in midgame.</p>
<p>-TF</p>
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		<slash:comments>0</slash:comments>
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		<title>Player Interaction</title>
		<link>http://www.ludumdare.com/compo/2010/04/25/player-interaction/</link>
		<comments>http://www.ludumdare.com/compo/2010/04/25/player-interaction/#comments</comments>
		<pubDate>Sun, 25 Apr 2010 12:54:19 +0000</pubDate>
		<dc:creator>TFernando</dc:creator>
				<category><![CDATA[LD #17 - Islands - 2010]]></category>

		<guid isPermaLink="false">http://www.ludumdare.com/compo/?p=18625</guid>
		<description><![CDATA[The clock thingy says 13 hours left, so I think I&#8217;m in decent shape. Unfortunately, I&#8217;m starting to feel the time pressure &#38; starting to feel tired. I&#8217;d rather have one or the other&#8230; Player can now place objects, and the Glompers and Kiwis interact correctly with them. Screenie: Playable build here. It&#8217;s kind of [...]]]></description>
			<content:encoded><![CDATA[<p>The clock thingy says 13 hours left, so I think I&#8217;m in decent shape. Unfortunately, I&#8217;m starting to feel the time pressure &amp; starting to feel tired. I&#8217;d rather have one or the other&#8230;</p>
<p>Player can now place objects, and the Glompers and Kiwis interact correctly with them. Screenie:<br />
<img src="http://www.ludumdare.com/compo/wp-content/uploads/2010/04/interactionScreen.png" alt="interactionScreen" width="511" height="462" class="aligncenter size-full wp-image-18627" /></p>
<p>Playable build <a href="http://nightflyergames.com/games/LD17/">here</a>.</p>
<p>It&#8217;s kind of funny&#8211; I originally planned for the glompers to only be visible 1% of the time. So part of the game, was to figure out where they were and build defenses to keep them away from the kiwis. But unless I slow everything down, that just doesn&#8217;t matter.</p>
<p>The other problem I&#8217;m seeing is that the Glompers reproduce just way too fast. So, instead of having them spawn every time they eat a kiwi, I&#8217;m going to require them to eat a specific number of kiwis. (I&#8217;ll define as a constant, and tune as I work on other stuff). This -might- give the player a chance.</p>
<p>Another thing that might be better, would be to have the walls stop both Glompers and Kiwis. This would let the player create a preserve of kiwis.</p>
<p>ToDo:</p>
<li><del datetime="2010-04-25T18:53:05+00:00">Game Reset</del></li>
<li><del datetime="2010-04-25T18:53:05+00:00">Win Screen</del></li>
<li><del datetime="2010-04-25T18:53:05+00:00">Lose Screen</del></li>
<li><del datetime="2010-04-25T18:53:05+00:00">Title Screen</del></li>
<li>Lots of Tuning</li>
<li><del datetime="2010-04-25T13:33:08+00:00">Implement Hunger</del></li>
<li><del datetime="2010-04-25T18:53:05+00:00">Life limited traps (like the trees)</del></li>
<li>Sound (ha,ha,ha,ha&#8230;)</li>
<p>-TF</p>
]]></content:encoded>
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		<title>Predator Explosion</title>
		<link>http://www.ludumdare.com/compo/2010/04/24/predator-explosion/</link>
		<comments>http://www.ludumdare.com/compo/2010/04/24/predator-explosion/#comments</comments>
		<pubDate>Sun, 25 Apr 2010 06:53:37 +0000</pubDate>
		<dc:creator>TFernando</dc:creator>
				<category><![CDATA[LD #17 - Islands - 2010]]></category>

		<guid isPermaLink="false">http://www.ludumdare.com/compo/?p=18389</guid>
		<description><![CDATA[No screenshot, but I&#8217;ve got the basic movement and predator/prey dynamic set up now in Version 0.3 of Invasive. (Available here) Decided to stick with the name Glompers for the invasive species, and Kiwis for the endangered species. Starting with 5 Glompers, the Kiwis all get eaten in about a minute. So far I&#8217;m not [...]]]></description>
			<content:encoded><![CDATA[<p>No screenshot, but I&#8217;ve got the basic movement and predator/prey dynamic set up now in Version 0.3 of Invasive. (<a href="http://nightflyergames.com/games/LD17/">Available here</a>)</p>
<p>Decided to stick with the name Glompers for the invasive species, and Kiwis for the endangered species. Starting with 5 Glompers, the Kiwis all get eaten in about a minute. </p>
<p>So far I&#8217;m not doing any real pathfinding at all&#8230; The kiwis are choosing a direction randomly each frame (and getting stuck in the SE corners of each island for some reason I haven&#8217;t figured out yet), and the Glompers move in one direction until they hit an edge, at which point they change direction. I may change the Kiwis to have the same movement schema as the Glompers&#8230;</p>
<p>I think I&#8217;m going to need something which the Kiwis can run into that makes them spawn. That can be a player placeable object in addition to the not-yet-implemented traps and walls. Otherwise I think the game will be over before the player has a chance to do anything.</p>
<p>On the plus side, my engine seems to be handling a couple thousand kiwis pretty well! Rather than using Gilbert&#8217;s collision detection, I added a map-sized blank bitmap to my Fauna class (which holds all the animals). Since I don&#8217;t actually add that bitmap to the stage at any time, it doesn&#8217;t seem to be dragging down my rendering performance very much. When the kiwis move, they plot their location on that map as a single pixel, and when the glompers move, they check to see if they&#8217;re on a pixel that has the kiwi color. The glompers thus only have to check the entire kiwi list if they&#8217;re definately in collision with at least one kiwi. This can probably be optimized further, but it seems good enough for now.</p>
<p>-TF</p>
]]></content:encoded>
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		<title>Pan and Zoom</title>
		<link>http://www.ludumdare.com/compo/2010/04/24/pan-and-zoom/</link>
		<comments>http://www.ludumdare.com/compo/2010/04/24/pan-and-zoom/#comments</comments>
		<pubDate>Sun, 25 Apr 2010 01:59:57 +0000</pubDate>
		<dc:creator>TFernando</dc:creator>
				<category><![CDATA[LD #17 - Islands - 2010]]></category>

		<guid isPermaLink="false">http://www.ludumdare.com/compo/?p=18194</guid>
		<description><![CDATA[For some reason, I just wasn&#8217;t able to get a good start yesterday. Starting to catch up now I think. Click here for my in-progress builds (Requires Flash Player) Sticking the rest of this behind a read-more tag, since there&#8217;s a bunch of images. So&#8230; the general idea of my game is that there&#8217;s a [...]]]></description>
			<content:encoded><![CDATA[<p>For some reason, I just wasn&#8217;t able to get a good start yesterday. Starting to catch up now I think.</p>
<p><a href="http://nightflyergames.com/games/LD17/">Click here</a> for my in-progress builds (Requires Flash Player)</p>
<p>Sticking the rest of this behind a read-more tag, since there&#8217;s a bunch of images.<br />
<span id="more-18194"></span></p>
<p>So&#8230; the general idea of my game is that there&#8217;s a group of <strong>islands</strong>, populated by an endangered animal (currently, a striped kiwi). An invasive species (not yet finally named) has arrived, and the player&#8217;s job is to eradicate the invader.</p>
<p>No idea why it&#8217;s a kiwi. I drew it and the invader last night before falling asleep. I probably need to re-draw both.</p>
<p><img src="http://www.ludumdare.com/compo/wp-content/uploads/2010/04/glomper.png" alt="glomper" width="32" height="32" class="alignleft size-full wp-image-18210" /><img src="http://www.ludumdare.com/compo/wp-content/uploads/2010/04/kiwi.png" alt="kiwi" width="32" height="32" class="alignright size-full wp-image-18209" /></p>
<p>The basic rules- untested as of yet.. are<br />
- The player can place traps, and walls.<br />
- Traps will kill any animal that steps on them (good or bad)<br />
- Walls will permit movement of the kiwis, but not the invaders<br />
- Player gets resource points every second which he/she spends on the traps/walls<br />
- Animals can walk on shallow water, but not deep water</p>
<p>Anyway, to explore the ruleset, I need to be able to visualize what&#8217;s going on. So, thus far I&#8217;ve been working on getting a map working. Much as I&#8217;d love to have procedurally generated islands, I could see spending all of the remaining time trying to get an algorithm to work. So I just free-hand(ish) drew some:<br />
<img src="http://www.ludumdare.com/compo/wp-content/uploads/2010/04/tilemap.png" alt="tilemap" width="500" height="480" class="aligncenter size-full wp-image-18215" /></p>
<p>I say free-handish, because I used the path and stroke tools in Gimp, to draw the islands, and then went back over the image with a pencil tool to ensure that the image only had 4 colors in it. More on that in a sec&#8230;</p>
<p>Now, I figured that map was too ugly to display to the player, so I screwed around with various filters and effects (mostly creating noise, and then using that noise as a bump map) to get a (slightly) more aesthetically pleasing map for player use.</p>
<p><img src="http://www.ludumdare.com/compo/wp-content/uploads/2010/04/prettymap-550x558.png" alt="prettymap" width="550" height="558" class="aligncenter size-large wp-image-18218" /></p>
<p>(I&#8217;ll admit to having the artistic ability of a year old turnip, but I like this map a little better) Now I have a scale problem&#8230; my island fauna are tentatively 32&#215;32 sprites, which would be too large for my islands. I need at least one, and probably more levels of zoom, right?</p>
<p>Going back to the original 4-color map, I read that map in pixel by pixel using getPixel32(). The returned color sets each tile&#8217;s type (Sand, Jungle, Deep Water, etc), which is stored in a 2d map array. When the map array is created, it also generates a random offset for that tile, which is used to pick a rectangle out of a base tile to represent the terrain. This, for example, provides 50, 20&#215;20 Deep Water tiles:<br />
<img src="http://www.ludumdare.com/compo/wp-content/uploads/2010/04/Deep25.png" alt="Deep25" width="70" height="20" class="aligncenter size-full wp-image-18222" /></p>
<p>This seems to work adaquately, though as you can see, I need to lighten some of the darker pixels in my first level of zoom:</p>
<p><img src="http://www.ludumdare.com/compo/wp-content/uploads/2010/04/v01FiveZoom.png" alt="v01FiveZoom" width="336" height="243" class="aligncenter size-full wp-image-18223" /></p>
<p>However, at this point I&#8217;ve spent way too much time on aesthetics (and explaining(!!)) so it&#8217;s time to get to populate my islands and get some dynamics working!</p>
<p>-TF</p>
]]></content:encoded>
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		<title>Back for LD17</title>
		<link>http://www.ludumdare.com/compo/2010/04/22/back-for-ld17/</link>
		<comments>http://www.ludumdare.com/compo/2010/04/22/back-for-ld17/#comments</comments>
		<pubDate>Thu, 22 Apr 2010 22:12:21 +0000</pubDate>
		<dc:creator>TFernando</dc:creator>
				<category><![CDATA[LD #17 - Islands - 2010]]></category>

		<guid isPermaLink="false">http://www.ludumdare.com/compo/?p=15937</guid>
		<description><![CDATA[I got the time off from work for LD17 (which was the reason I missed LD16), so I&#8217;m probably in. I guess it&#8217;s time to declare tools, etc. My Tools: FlashDevelop + FlexSDK Audacity + sfxr GiMP If I need collision detection, I&#8217;ll use Troy Gilbert&#8217;s 2007 Pixel Perfect Collision Detection class. (I think this [...]]]></description>
			<content:encoded><![CDATA[<p>I got the time off from work for LD17 (which was the reason I missed LD16), so I&#8217;m probably in.</p>
<p>I guess it&#8217;s time to declare tools, etc.</p>
<p>My Tools:<br />
FlashDevelop + FlexSDK<br />
Audacity + sfxr<br />
GiMP</p>
<p>If I need collision detection, I&#8217;ll use Troy Gilbert&#8217;s 2007 <a href="http://troygilbert.com/2007/06/pixel-perfect-collision-detection-in-actionscript3/">Pixel Perfect Collision Detection</a> class. (I think this is within the spirit of the competition.)</p>
<p>Anything else I need I&#8217;ll generate after the compo begins.</p>
<p>-TF</p>
]]></content:encoded>
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		<title>FallingTown- Postmortem</title>
		<link>http://www.ludumdare.com/compo/2009/09/02/fallingtown-postmortem/</link>
		<comments>http://www.ludumdare.com/compo/2009/09/02/fallingtown-postmortem/#comments</comments>
		<pubDate>Thu, 03 Sep 2009 02:22:03 +0000</pubDate>
		<dc:creator>TFernando</dc:creator>
				<category><![CDATA[LD #15 - Caverns - 2009]]></category>

		<guid isPermaLink="false">http://www.ludumdare.com/compo/?p=10387</guid>
		<description><![CDATA[I probably should have written this closer to the end of the contest, but I wanted to finish a small puzzle game (The Knight&#8217;s Tour) I had started the week before for release. As a result, my recolection of some of this may be a little hazy. I&#8217;ve added a zip containing my project directory [...]]]></description>
			<content:encoded><![CDATA[<p>I probably should have written this closer to the end of the contest, but I wanted to finish a small puzzle game (<a href="http://nightflyergames.com/?p=112">The Knight&#8217;s Tour</a>) I had started the week before for release. As a result, my recolection of some of this may be a little hazy.</p>
<p>I&#8217;ve added a zip containing my project directory to my game&#8217;s page&#8230; it&#8217;s complete except that I had embedded the font &#8216;Arial&#8217;, and you&#8217;ll have to add your own copy of arial.ttf to the font&#8217;s directory in order to get it to build.<br />
<span id="more-10387"></span><br />
I. Genesis</p>
<p>(*** Note: Nothing in this section is meant as a disparaging remark about anyone elses entry, but is intended as a depiction of my thought process at the time, with respect to my entry only. ***) </p>
<p>When the theme came out, I really had no idea what to build. The first thing in flash space that comes to mind for me when you say &#8216;Caverns&#8217; are the cave fliers, which I didn&#8217;t see much space for innovation in, or platformers where I knew I wasn&#8217;t going to be able to compete. I was pretty stuck for an idea.</p>
<p>Since I don&#8217;t know much about caverns I looked up <a href="http://en.wikipedia.org/wiki/Cavern">cavern on wikipedia</a> . <img src='http://www.ludumdare.com/compo/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />  The article calls a cave or cavern a natural void&#8211; which in my mind ruled out mines. I tried to come up with an idea that related to cave formation, but thought while I could write a neat simulation I wouldn&#8217;t have much of a game. The article also mentions sink holes&#8230; and at some point early in the compo someone twittered (I think) a comment like: &#8216;Make a board game!&#8217; </p>
<p>I remember playing a game as a kid, <a href="http://en.wikipedia.org/wiki/Cathedral_(board_game)">Cathedral</a> where the idea is to place buildings on a grid to capture space. My idea stemmed from that&#8211; the buildings would have weight, and if too much weight was concentrated in a space, they would fall through to the cavern below. I guess it&#8217;s a reach to say this was connected to the theme, but it&#8217;s what I ran with. The size of the grid and being 4 players were arbitrary decisions for me. </p>
<p>II. Development</p>
<p>I knew roughly what I wanted to do, but didn&#8217;t know how the buildings would interact with each other in practice, so I needed to get an interface up and running fairly quickly. Unfortunately, I did not do much on-paper design work and just winged everything as I came to it. As a result, there are about 6 or 7 2-dimensional matricies which hold information about each cell. This isn&#8217;t an inherrent problem, but because I was making stuff up as I went, some of them are 40&#215;40, some 41&#215;41, some 42&#215;42, and the grid which records stress is either 80&#215;80 or 100&#215;100-I think at one point I switched, but I&#8217;m scared to look now. <img src='http://www.ludumdare.com/compo/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />  To make matters worse, some of the grids are indexed [row][column] and some are [column][row]. As a result, the majority of my time in writing code for the game was spent trying to fix offset discrepencies. (Why is a house placed here, stressing something way on the other side of the board? Why is that building being displayed in the right place, but when it falls through it fell over there? Why didn&#8217;t my overlap checking prevent that placement?) </p>
<p>Another problem I had is that when I coded the interface originally, I tied all of the legal move validation to the mouse click&#8230; but when I came to the AI&#8217;s, I wasn&#8217;t sending mouse clicks I was sending cell coordinates. I was feeling a lot of time pressure by that point, so I just hacked in new validation methods.</p>
<p>Because I wasted too much time early on trying to get an application together which would let me place buildings, and see the stresses I never really got around to developing a game. My &#8216;first best guess&#8217; for things like building weight, cost, rent became final constants. The only real gameplay decision I made were the points&#8230; I knew needed an incentive to place the smaller buildings and supports, so the player had to be penalized for losing a building, and that penalty had to increase with building size. But once I had that penalty, I then had to go back and give a reason to place the larged buildings. Again, &#8216;first best guess&#8217; became a final and I was left with the system in place now.</p>
<p>II.a. If you don&#8217;t know how, fake it!</p>
<p>I&#8217;m sad to say, that cool as it looks, my stress map does not reflect actual physical stresses  on a surface caused by weights being applied. Each building had a weight (supports had negative weights) and when the stress is calculated, if a cell had a weight it&#8217;s weight was added to all nearby cells by the incredibly complex formula: Weight = BuildingWeight/(Distance+1). This made pretty pictures, so I called it good enough. <img src='http://www.ludumdare.com/compo/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />  If I was going to take this to a &#8216;worthy of release into the internet flash game space&#8217; I&#8217;d probably replace this with an actual stress calculation based on integrating moments or something like that.</p>
<p>Along the same lines, I didn&#8217;t have much time for AI. One of the players is totally random. The other mostly random player has a 25% chance of placing a random support. The green player queries the board to find the human player&#8217;s largest building and then places houses within 10 squares of that building. Eventually, unsupported that building will collapse and then the green player chooses another building. That&#8217;s the only behavior that&#8217;s the start of a bonafide  computer player. Had I had another day, much time would have been spent creating more realistic behaviors. If the computer players appear to be thinking at all, that&#8217;s because I added a delay to their moves, because otherwise I&#8217;d have no idea what they were doing. <img src='http://www.ludumdare.com/compo/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' />  </p>
<p>II.b Player Reaction</p>
<p>I think the general comment trend of &#8216;cool idea, but not very fun&#8217; is pretty much correct. I think it could have been fun, but I didn&#8217;t pull it off.</p>
<p>II.c. Summary</p>
<p>The big major takeaway for me, is that once I get the urge to start hacking at code, I need to stop and figure out why what I&#8217;ve done so far can&#8217;t be extended the way I want. If I had used one consistant grid.. or heck, if I had used many grids, but they all had their origin at the same point and were all addressed by [row][col] life would have been easier and I think I would have produced a better game. </p>
<p>III. Other Cool Stuff I Learned (but which you probably already knew)</p>
<p>You wouldn&#8217;t know it, because I didn&#8217;t put any effort in gussying up my index of development versions, but Flash Develop has .html and .php templates, and functions as a html or php editor, with code completion! I&#8217;d been doing all my wordpress maintenance (on my site) via notepad. This will help me a lot.</p>
<p>I&#8217;d seen passing references to sfxr before, but seeing it used in other entries I finally got up off my butt and downloaded it. It&#8217;s great and will reduce my dependence somewhat on royalty free audio sites for my normal games.</p>
<p>GiMP can draw straight lines! You have no idea how many hours I&#8217;ve wasted placing lines pixel by pixel because I thought it couldn&#8217;t. <img src='http://www.ludumdare.com/compo/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>That&#8217;s it. I&#8217;m enjoying playing everyone else&#8217;s entry.<br />
-TF</p>
]]></content:encoded>
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		<title>FallingTown &#8212; Submitted &#8211;</title>
		<link>http://www.ludumdare.com/compo/2009/08/30/fallingtown-submitted/</link>
		<comments>http://www.ludumdare.com/compo/2009/08/30/fallingtown-submitted/#comments</comments>
		<pubDate>Mon, 31 Aug 2009 00:29:55 +0000</pubDate>
		<dc:creator>TFernando</dc:creator>
				<category><![CDATA[LD #15 - Caverns - 2009]]></category>

		<guid isPermaLink="false">http://www.ludumdare.com/compo/?p=9541</guid>
		<description><![CDATA[Well, it&#8217;s done! I&#8217;ve submitted. I started feeling time pressure a few hours ago, and I think I caught all the fatal errors anyways. There are certainly still some issues with the display, and the AI. (It&#8217;s quite presumptious to call it AI&#8211; there&#8217;s three scripted behaviors. One of them is &#8216;ask the random number [...]]]></description>
			<content:encoded><![CDATA[<p>Well, it&#8217;s done! <a href="http://www.ludumdare.com/compo/ludum-dare-15/?action=preview&amp;uid=1164">I&#8217;ve submitted</a>. I started feeling time pressure a few hours ago, and I think I caught all the fatal errors anyways. There are certainly still some issues with the display, and the AI. (It&#8217;s quite presumptious to call it AI&#8211; there&#8217;s three scripted behaviors. One of them is &#8216;ask the random number generator where I should move&#8217;. You can play with the game to figure out the others or wait for a postmortem. <img src='http://www.ludumdare.com/compo/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>Of the things in my last post, the only thing I don&#8217;t think I really handled was a help system.. there are instructions, and slightly better instructions in the submission entry. A lot of the last minute stuff was a kludge though. This is my code in my Main class for handling a reset or restart:<br />
<code><br />
case 8:<br />
					if (this.contains(GameOverScreen)) this.removeChild(GameOverScreen);<br />
					if (this.contains(CGame)) this.removeChild(CGame);<br />
					CGame = new CavernGame();<br />
					GameState = 5;<br />
					break;<br />
</code><br />
Obviously that&#8217;s not an acceptable way to restart&#8211; CGame is a HUGE object by the time the game ends and restarting hangs my flash player for about 20 seconds. (I don&#8217;t have a profiler, but Windows Task Manager shows a 30Mb jump in flash players memory usage when that section of code is called) However&#8211; it does work. And it would take me more than the two hours and change left to find all the variables that need to be reset in CGame. I&#8217;m also tired, and I&#8217;m at the point where I&#8217;m afraid I might break something trying to add polish. </p>
<p>I&#8217;m looking forward to seeing everyone elses work, but I&#8217;m going to get some rest first. I&#8217;ll leave you with a couple screen shots:<br />
<img src="http://www.ludumdare.com/compo/wp-content/uploads/2009/08/Complete.png" alt="Complete" width="299" height="150" class="alignnone size-full wp-image-9549" /></p>
<p><img src="http://www.ludumdare.com/compo/wp-content/uploads/2009/08/SubScreenie-550x589.png" alt="SubScreenie" width="550" height="589" class="alignnone size-large wp-image-9550" /></p>
<p><img src="http://www.ludumdare.com/compo/wp-content/uploads/2009/08/subscreenie2-550x593.png" alt="subscreenie2" width="550" height="593" class="alignnone size-large wp-image-9551" /><br />
-TF</p>
]]></content:encoded>
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		<title>FallingTown 0.6</title>
		<link>http://www.ludumdare.com/compo/2009/08/30/fallingtown-0-6/</link>
		<comments>http://www.ludumdare.com/compo/2009/08/30/fallingtown-0-6/#comments</comments>
		<pubDate>Sun, 30 Aug 2009 20:45:53 +0000</pubDate>
		<dc:creator>TFernando</dc:creator>
				<category><![CDATA[LD #15 - Caverns - 2009]]></category>

		<guid isPermaLink="false">http://www.ludumdare.com/compo/?p=9343</guid>
		<description><![CDATA[I can&#8217;t believe how far some of you guys got&#8230; I must be looking at the compo site too often. New build is up, here. I&#8217;ve implemented scoring, couple of bugfixes. 6 hours left, I need to: - Set computer behaviors - Set Win/Loss conditions - Write Instructions - Add a help button - Add [...]]]></description>
			<content:encoded><![CDATA[<p>I can&#8217;t believe how far some of you guys got&#8230; I must be looking at the compo site too often. New build is <a href="http://nightflyergames.com/games/LD15/LD15.html">up, here</a>. I&#8217;ve implemented scoring, couple of bugfixes. 6 hours left, I need to:<br />
- Set computer behaviors<br />
- Set Win/Loss conditions<br />
- Write Instructions<br />
- Add a help button<br />
- Add a reset button<br />
- Do whatever gameplay tuning I have time for&#8230; don&#8217;t think it will be much.</p>
<p><img src="http://www.ludumdare.com/compo/wp-content/uploads/2009/08/screen10-550x589.png" alt="screen10" width="550" height="589" class="alignnone size-large wp-image-9351" /><br />
-TF</p>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
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		<item>
		<title>Moar color</title>
		<link>http://www.ludumdare.com/compo/2009/08/30/moar-color/</link>
		<comments>http://www.ludumdare.com/compo/2009/08/30/moar-color/#comments</comments>
		<pubDate>Sun, 30 Aug 2009 18:34:29 +0000</pubDate>
		<dc:creator>TFernando</dc:creator>
				<category><![CDATA[LD #15 - Caverns - 2009]]></category>

		<guid isPermaLink="false">http://www.ludumdare.com/compo/?p=9251</guid>
		<description><![CDATA[Well, it&#8217;s more colorful anyways&#8230; Fixed a bug which caused the stress grid to recalculate itself up to 800 times per frame o.O Score and cash displays in progress and coming up next&#8230; -TF]]></description>
			<content:encoded><![CDATA[<p>Well, it&#8217;s more colorful anyways&#8230; Fixed a bug which caused the stress grid to recalculate itself up to 800 times per frame o.O Score and cash displays in progress and coming up next&#8230;<br />
<img src="http://www.ludumdare.com/compo/wp-content/uploads/2009/08/screen9-550x585.png" alt="screen9" width="550" height="585" class="alignnone size-large wp-image-9253" /><br />
-TF</p>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
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		<item>
		<title>FallingTown 0.5</title>
		<link>http://www.ludumdare.com/compo/2009/08/30/fallingtown-0-5/</link>
		<comments>http://www.ludumdare.com/compo/2009/08/30/fallingtown-0-5/#comments</comments>
		<pubDate>Sun, 30 Aug 2009 17:18:36 +0000</pubDate>
		<dc:creator>TFernando</dc:creator>
				<category><![CDATA[LD #15 - Caverns - 2009]]></category>

		<guid isPermaLink="false">http://www.ludumdare.com/compo/?p=9176</guid>
		<description><![CDATA[New playable build. Got the building selector working a lot faster than I expected. Now I need to (in the order it&#8217;s likely to happen): - Recolor Buildings so they are unique for each player - Add tracking for the Player&#8217;s Cash (Left side of screen) and Points (Right side of screen) - Come up [...]]]></description>
			<content:encoded><![CDATA[<p>New <a href="http://www.nightflyergames.com/games/LD15/LD15.html">playable build</a>. Got the building selector working a lot faster than I expected. Now I need to (in the order it&#8217;s likely to happen):<br />
- Recolor Buildings so they are unique for each player<br />
- Add tracking for the Player&#8217;s Cash (Left side of screen) and Points (Right side of screen)<br />
- Come up with a score mechanism :eep:<br />
- Script some type of AI to replace players 2-4. Generally thinking here, player 2 will always place the largest building he can afford on the least stressed square. Player 3 will 25% of the time place a support, rest of the time place a building on a low-stress square. Player 4 will try to collapse the human player&#8217;s buildings into the cavern&#8230; but obviously none of this has been implemented yet.<br />
Screenie:<br />
<img src="http://www.ludumdare.com/compo/wp-content/uploads/2009/08/screen8-550x557.png" alt="screen8" width="550" height="557" class="alignnone size-large wp-image-9178" /><br />
-TF</p>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
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		<title>Falling into the Cavern</title>
		<link>http://www.ludumdare.com/compo/2009/08/30/falling-into-the-cavern/</link>
		<comments>http://www.ludumdare.com/compo/2009/08/30/falling-into-the-cavern/#comments</comments>
		<pubDate>Sun, 30 Aug 2009 16:11:49 +0000</pubDate>
		<dc:creator>TFernando</dc:creator>
				<category><![CDATA[LD #15 - Caverns - 2009]]></category>

		<guid isPermaLink="false">http://www.ludumdare.com/compo/?p=9143</guid>
		<description><![CDATA[Ok&#8230; Finally got the buildings to fall into the cavern. I&#8217;m having massive issues because I&#8217;ve got grids 90 degrees off from each other, and not all my grids are the same size. Definately next time I&#8217;d use a master class which stores EVERYPIECE OF DATA that ANY type of cell could want so that [...]]]></description>
			<content:encoded><![CDATA[<p>Ok&#8230; Finally got the buildings to fall into the cavern. I&#8217;m having massive issues because I&#8217;ve got grids 90 degrees off from each other, and not all my grids are the same size. Definately next time I&#8217;d use a master class which stores EVERYPIECE OF DATA that ANY type of cell could want so that I only had one NxN array instead of 7 or 8&#8230;</p>
<p> Haven&#8217;t touched the building selector yet, or recolored the buildings for the other players. No chance I&#8217;ll get to sound I think&#8230; I&#8217;ll be lucky if I finish a UI and have an AI which does more than place random moves. Here&#8217;s a current screenshot though.</p>
<p><img src="http://www.ludumdare.com/compo/wp-content/uploads/2009/08/Falling-550x631.png" alt="Falling" width="550" height="631" class="alignnone size-large wp-image-9146" /><br />
-TF</p>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
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		<item>
		<title>Milestones to Meet</title>
		<link>http://www.ludumdare.com/compo/2009/08/30/milestones-to-meet/</link>
		<comments>http://www.ludumdare.com/compo/2009/08/30/milestones-to-meet/#comments</comments>
		<pubDate>Sun, 30 Aug 2009 13:21:25 +0000</pubDate>
		<dc:creator>TFernando</dc:creator>
				<category><![CDATA[LD #15 - Caverns - 2009]]></category>

		<guid isPermaLink="false">http://www.ludumdare.com/compo/?p=9032</guid>
		<description><![CDATA[Currently, I can place buildings of three sizes. That&#8217;s the only major change from the previous version I posted. But at least I&#8217;ve got decent error checking for overlaps now. Next live update will be a version with a selector. Unroll your loops boys! We&#8217;ve got a milestone to hit! -Joe Ludwig Sadly, while I [...]]]></description>
			<content:encoded><![CDATA[<p>Currently, I can place buildings of three sizes. That&#8217;s the only major change from the previous version I posted. But at least I&#8217;ve got decent error checking for overlaps now. Next live update will be a version with a selector.</p>
<blockquote><p>Unroll your loops boys! We&#8217;ve got a milestone to hit!</p></blockquote>
<p>-<a href="http://programmerjoe.com/2007/03/04/book-report-winning-at-new-products/">Joe Ludwig</a></p>
<p>Sadly, while I do have a milestone to hit, my brain is getting tired and not only did I realize I should have used a pretty simple loop here, but I also have too much left overall to do to refactor this section.<br />
<img src="http://www.ludumdare.com/compo/wp-content/uploads/2009/08/Loops-550x532.png" alt="Loops" width="550" height="532" class="alignnone size-large wp-image-9033" /></p>
<p>Screw it&#8230; I&#8217;m going to go get a coffee.<br />
-TF</p>
]]></content:encoded>
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		<title>FallingTown 0.4</title>
		<link>http://www.ludumdare.com/compo/2009/08/30/fallingtown-0-4/</link>
		<comments>http://www.ludumdare.com/compo/2009/08/30/fallingtown-0-4/#comments</comments>
		<pubDate>Sun, 30 Aug 2009 10:19:43 +0000</pubDate>
		<dc:creator>TFernando</dc:creator>
				<category><![CDATA[LD #15 - Caverns - 2009]]></category>

		<guid isPermaLink="false">http://www.ludumdare.com/compo/?p=8931</guid>
		<description><![CDATA[Well, it took longer than it should have because I keep getting distracted by skimming forums&#8230; I did get a house drawn, and am now able to place it. Once placed the houses apply a stress in the opposite direction as the supports, and it reflects correctly on the heat map. However, I haven&#8217;t yet [...]]]></description>
			<content:encoded><![CDATA[<p>Well, it took longer than it should have because I keep getting distracted by skimming forums&#8230; I did get a house drawn, and am now able to place it. Once placed the houses apply a stress in the opposite direction as the supports, and it reflects correctly on the heat map. However, I haven&#8217;t yet implemented the houses falling into the cavern, scoring, and the player turn indicator doesn&#8217;t really do anything. So I still have a ways to go&#8230;</p>
<p>Anyway, screenshots below. Playable version history <a href="http://nightflyergames.com/games/LD15/LD15.html">here</a>. (If you play the draft, the preloader hangs between 95-98% complete. It does complete though, give it a few seconds. I&#8217;ll be working on that soon too. <img src='http://www.ludumdare.com/compo/wp-includes/images/smilies/icon_sad.gif' alt=':(' class='wp-smiley' /> </p>
<p><img src="http://www.ludumdare.com/compo/wp-content/uploads/2009/08/Screen61-550x573.png" alt="Screen6" width="550" height="573" class="alignnone size-large wp-image-8934" /></p>
<p><img src="http://www.ludumdare.com/compo/wp-content/uploads/2009/08/Screen71.png" alt="Screen7" width="496" height="492" class="alignnone size-full wp-image-8936" /></p>
<p>-TF</p>
]]></content:encoded>
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		<item>
		<title>FallingTown 0.3</title>
		<link>http://www.ludumdare.com/compo/2009/08/30/fallingtown-0-3/</link>
		<comments>http://www.ludumdare.com/compo/2009/08/30/fallingtown-0-3/#comments</comments>
		<pubDate>Sun, 30 Aug 2009 07:26:14 +0000</pubDate>
		<dc:creator>TFernando</dc:creator>
				<category><![CDATA[LD #15 - Caverns - 2009]]></category>

		<guid isPermaLink="false">http://www.ludumdare.com/compo/?p=8849</guid>
		<description><![CDATA[Right, I haven&#8217;t gotten the building placement yet (nor drawn the buildings, so that&#8217;s the major stumbling block) but my little game is correctly placing the supports and displaying the stresses on a heat map. Playable version history here. The halo effect in the screenshot below is caused by setting every border cell, actually, every [...]]]></description>
			<content:encoded><![CDATA[<p>Right, I haven&#8217;t gotten the building placement yet (nor drawn the buildings, so that&#8217;s the major stumbling block) but my little game is correctly placing the supports and displaying the stresses on a heat map. Playable version history <a href="http://nightflyergames.com/games/LD15/LD15.html">here</a>. The halo effect in the screenshot below is caused by setting every border cell, actually, every cell 1 step outside the border of the playing field to be a support. I&#8217;m not sure if that&#8217;s going to work or not in the long run (however long of that run is left). Ideally, 1 support will nullify 1 building. I&#8217;m not sure if it&#8217;s a better idea to drop the supports around the edges entirely, or to thin them out a little so their effect isn&#8217;t as large&#8230;<br />
<img src="http://www.ludumdare.com/compo/wp-content/uploads/2009/08/screen5-550x612.png" alt="screen5" width="550" height="612" class="alignnone size-large wp-image-8850" /><br />
-TF</p>
]]></content:encoded>
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