I actually ended up running into a lot of trouble with my timing and animation. I think I need to take another look at overhauling everything. Or starting from scratch. By the time I was rushing to finish the game on time, I was inserting code all over the place hahaha. I would have liked for the framework itself to remain untouched. I also had to modify several random functions in ways that affected their intentional purpose. I had to cut features because of the time that I lost due to these issues.
I learned a lot though on the spot and on top of that I've come back with many questions that need to be answered if I ever want to do a solo project like this again. I'm not a very experienced coder though, and I run into similar troubles all over the place where the very system performance affects the gameplay mechanics/math, so I need to really think about it. In general I've had issues with objects with independent behavior.
- How do you properly implement time based animation and make sure it's really tight so that when you tell an object to animate, it actually animates? I had a major bug that took 7 hours from my dev time involving a character that would randomly not switch to the "dying" animation when killed. Sometimes the game slows down and things don't work right. There's got to be a way around that.
- The proper way to check for inputs. Someone said I was constantly checking literally all keys so they couldn't screenshot my game.
- I had a character who I ended up keeping stationary on the screen, while moving all elements (parallax layers) of the world around him. When I instantiated 45 or more characters, I noticed a lot of slow down. What's the best way to handle the main viewport and moving a character around? I feel like i was updating every entity, and it was a lot of math, when it would be nice to have a panning camera instead... but then that also effects the layers because I can't really move them at different speeds if I'm only moving an orthographic camera/viewport.
- Box2D seems slow on a mac. It caused some inconsistencies in speed, but this was really only a problem because my timing/animation code wasn't working properly. I would be okay with choppiness as long as the game still runs at the right speed. As it was, it speeds up or slows down which tells me I got a lot wrong. I would like to see some working examples and adapt them.
Yeah for texture packer, I'd export the 4x size and then Texturepacker would automatically create 2x and 1x sizes. Another issue I noticed is that GLBasic at some point refused to import any more files. It would just get errors and since I was importing XML files with Genfile, I had to limit myself to a certain number of sprites. I initially used tiles to handle big graphics, but after sprites started disappearing, I had to just turn that cave into a big load image and reclaim the slot for an extra character.
Lots more things to think about.
Anyways here's my entry:
http://www.ludumdare.com/compo/ludum-dare-25/?action=preview&uid=17759and also timelapse video