General fluff => Announcements => Topic started by: Josh @ Dreamland on December 19, 2011, 12:52:43 PM

Title: Ludum Dare 22
Post by: Josh @ Dreamland on December 19, 2011, 12:52:43 PM
So, the next Ludum Dare has come and gone. ENIGMA's entrants have nearly doubled this round, increasing from two last time to a whopping three.

DeadlyFugu's ToastCat (http://www.ludumdare.com/compo/ludum-dare-22/?action=preview&uid=8281) (Which is not a total nyan-cat ripoff).
Dazappa's The Last Leech (http://www.ludumdare.com/compo/ludum-dare-22/?action=rate&uid=383).
My own OH COME ON (http://www.ludumdare.com/compo/ludum-dare-22/?action=preview&uid=5818).

Rusky also entered, but his game is in GMHTML5 and it blows (Also, I don't have a link to it and am too lazy to ask).

This was another huge learning experience for myself. I have a laundry list of about 15 bugs to deal with, right after I get the build system more operational.


Title: Re: Ludum Dare 22
Post by: Rusky on December 19, 2011, 01:47:29 PM
Ending Messages Suck (http://www.ludumdare.com/compo/ludum-dare-22/?action=preview&uid=7817)
Title: Re: Ludum Dare 22
Post by: Fede-lasse on December 19, 2011, 01:49:41 PM
Title: Re: Ludum Dare 22
Post by: daz on December 19, 2011, 02:09:53 PM
Annoyances this time around:

I'll upload to the EDC eventually. Want to finish my timelapse first though
Title: Re: Ludum Dare 22
Post by: mattt360 on December 19, 2011, 05:04:33 PM
Following what dazappa did:
1. LGM's dupe did the same to me.
2. There may be an issue with the collision system (My code could be broken, too). My original code would cause the place_free to be false _twice_. So, I had to make it that the second time place_free was called, it'd be ignored as a false positive (Or false negative, depending on how you look at it). Issue then is, I also ignore legit claims of collisions with blocks, which'll cause you to get stuck. So, getting stuck is in my code, but without the getting stuck code, mirrors would bounce you the wrong way (You'd be bounced twice)
Title: Re: Ludum Dare 22
Post by: polygone on December 20, 2011, 04:13:33 AM
Tiling background images doesn't tile things fully (poly might have fixed this one)
I did.

If you hold the mouse down and move it outside the window then release it outside, when you move your mouse back in Enigma still thinks the mouse button is held
move_toward_point causes spazzes when objects reach destination. Just did some distance calculation to avoid this
Same thing would happen in GM

Enigma fails to compile if a sprite is blank
LGM's object duplication bug screwed me over hard
instance_id is not implemented
User created constants are not supported by Enigma
Enigma runs fast. Having the room speed at 30, the step event was occurring more than 30 times per second
These were already known
Title: Re: Ludum Dare 22
Post by: IsmAvatar on December 21, 2011, 05:22:33 PM
<-- I am now Satan (666 posts).

LGM duplication is resolved in the r554, essentially the LGM revision immediately after the one included in the current ENIGMA repo. Reason being, I have not been able to build that for ENIGMA since my working copy is dirty with a half-working JoshEdit. Once JoshEdit is usable, we're gonna have a massive rollover commit. Anyone who can follow a wiki page could have built it themselves, but it is a time-consuming process. Sorry about that. Hoping to get JoshEdit working and that commit through as soon as possible.