“Alone” – Post Mortem

Posted by
May 2nd, 2011 7:07 am

I thought I’d jump on the band wagon and do one. :)

I was at a friends house for the first night – we stayed up ’til 3AM to see what the theme’d be, then got about 4 hours sleep, so I was kinda tired.

The first day went pretty well – I had the idea when I first saw the theme, so I dived straight in.

This was my first major project using AS3 & Flashpunk, I learnt them last week (although I’d done quite a bit of AS2 coding previously).

It took me longer than I would have liked to get all the platforming elements done, especially since my game stopped working randomly for about an hour then randomly started again – but hey! I then started implementing all the features – such as the “tool”, and the mechanisms, like the switches and buttons and doors.

On the second day, I added the remaining features – the enemies, spikes, and then got started on making the actual levels. This was harder than I thought – making challenging platformer levels is quite a challenge!

I then decided I needed another feature with about 5 hours left – specifically the half block, which was surprisingly easy to add.

After 6 levels though, I was way too tired – it was about 1 am, and I couldn’t think of any more levels, so I called it a night.

WHAT I’VE LEARNT:

I need to test less. Seriously, half my time was wasted on waiting for the code to compile, testing silly minor features.

I much prefer AS3 to AS2.

One thing that I don’t think I could have done without is OGMO editor. I had some trouble parsing the XML at the start, but once I got past that it was amazing. The project file for it is a complete mess, but it works, and works well.

OOP is amazing.

Quick “hacks” are ok for things that will never be uncovered again, rather than huge workarounds…. especially if you only have 48 hours :L

I CAN FINISH GAMES! 😀

My pixel art isn’t half as bad as I think.


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