Ludum Dare 34 - Page 2

Ludum Dare 34

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hokomoko
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Re: Ludum Dare 34

Post by hokomoko » 08 Dec 2015, 17:41

Yes, round 3 has some interesting ones
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gajop
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Re: Ludum Dare 34

Post by gajop » 09 Dec 2015, 01:26

I like round 1-3 ones, but round 4 is awful.
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Silentwings
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Re: Ludum Dare 34

Post by Silentwings » 10 Dec 2015, 15:09

At this point, might it be worth having a dedicated LD subforum in the game dev section?
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smoth
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Re: Ludum Dare 34

Post by smoth » 10 Dec 2015, 15:11

We need a ready engine build to start on before friday. Random dev builds are going to cost us time. Trying to get an IRL friend on for art. He is a very talented guy but I need to get him setup today if possible so he can play around. Probably going to give him a current release with my test game so he can play around.
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Silentwings
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Re: Ludum Dare 34

Post by Silentwings » 10 Dec 2015, 16:18

Maybe simplest and safest to use 100, for the duration of the weekend. The current dev has much new stuff added, but I don't know how much its been tested (or even if the new stuff is ready for testing).

Others have thoughts?
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gajop
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Re: Ludum Dare 34

Post by gajop » 11 Dec 2015, 11:22

smoth wrote:We need a ready engine build to start on before friday. Random dev builds are going to cost us time. Trying to get an IRL friend on for art. He is a very talented guy but I need to get him setup today if possible so he can play around. Probably going to give him a current release with my test game so he can play around.
The stable (100) build is OK to use. We don't *need* any new changes.
That said, I'll also check the develop version during the compo (which seems to work, and kloot is fast fixing bugs), but your friend can just use the stable.
This is the suggested springsettings.cfg.
Silentwings wrote:At this point, might it be worth having a dedicated LD subforum in the game dev section?
It's not necessary but I wouldn't mind it.
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gajop
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Re: Ludum Dare 34

Post by gajop » 11 Dec 2015, 11:24

Oh also, the final round of theme voting is up.
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hokomoko
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Re: Ludum Dare 34

Post by hokomoko » 11 Dec 2015, 12:03

Consider putting ForceShaders on.
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gajop
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Re: Ludum Dare 34

Post by gajop » 11 Dec 2015, 13:12

hokomoko wrote:Consider putting ForceShaders on.
Agreed, thanks!
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Silentwings
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Re: Ludum Dare 34

Post by Silentwings » 11 Dec 2015, 14:58

Why is WorkerThreadSpinTime set to 5 in that config file?
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gajop
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Re: Ludum Dare 34

Post by gajop » 11 Dec 2015, 15:10

Silentwings wrote:Why is WorkerThreadSpinTime set to 5 in that config file?
Oh I remember that discussion. I guess it should be 0, changed
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