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MSGhero
Free time is nice time.

Nick @MSGhero

Age 31, Male

Somewhere in the North

Joined on 12/15/10

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Comments

Next time I shall have unlimited power!

Fine by me.

The only good thing about this kind of projects is that it feels good when you're finally DONE with them.

So done, feels so good.

But...but..experience.... right?? Haha

I guess you have to experience it once for yourself to realize how dumb you were not to use a library.

No, your game doesn't suck at all, even if you think your code sucked, and the daily 3rd was totally deserved. :) I think this post-mortem was somewhat happier than your first though. Why couldn't VoidForce alter the XML BTW? Last game jam, the musician on my team designed a lot of the levels with XML...

I've learnt the whole use your own code thing last game jam, too. I couldn't find a good enough isometric library and coded my own, BUT what I didn't know was that there's a bleeding platformer library for Starling. I soooo regretted coding the platformer portion myself after the game! This time, with my RPG, I got clever. I've used jQuery, jQuery UI (for the buttons, loading bar and easing effects), animate.css, PXLoader, Sound Manager (yet to be added) and Tiny Scrollbar (yet to be added). I would have used the jQuery cookie plugin too (saves me from writing a few regex) had I not decided to use HTML5 localStorage at the end.

Anyway, good luck on the next instalment and any other future projects. With more experience, you can only get better at this. ^^

I'd have to send him the json, explain how to change things, he'd send it back and I'd compile. Just because I forgot to type a period. I didn't know from the start how things would be done, so optimizations of my time like that I didn't plan to do.

The last pm was more miserable because that cutscene during battle basically killed my soul.

I do have a decent iso lib (still adding to it), but it's in haxe. It's much simpler than the stuff I see people creating, and the sorting doesn't lag like all hell.

Oh, so you made a switch to JSON too. :) (If my memory serves me well, I recall you used XML in Juggernaut I.) Although it's obviously way easier for the programmers, I think JSON does look a tad complicated for non-programmers - although I'm not sure why you couldn't add the full stop yourself...

How do you plan to allow VoidForce to do everything? (Sorry for being nosy; I'm just curious.) Will you make a UI for altering JSON?

I find json to be easier for non-programmers to understand, especially if you use a json editor. Even without one, he could open up dialogue,json and ctrl-find the words that are misspelled. Stats.json and change the base strength of someone. With haxe and hscript, he could type the damage formula into a string ("str + 2 * lvl") and it would be interpreted and run as an actual function. I've seen some pretty shittily formatted json, but if it's pretty then it's easier for non-programmers.

I might make a UI for certain things like cutscenes which are more complex to edit the json of.

Never heard of Game Analytics. Is it tricky or time consuming to integrate into a game?

Super easy. Create a new project on their site. Initialize the API with the keys. One line sends an event, and you can make a hierarchy of events sorta to make it more organized.