Lead-In to Ludum
Well it’s 10am and I still haven’t had any ideas so I guess today’s post is cancelled. Actually, semi-cancelled, since there’s something I wanted to bring up and now seems like a good opportunity to do so. A new Ludum…
Well it’s 10am and I still haven’t had any ideas so I guess today’s post is cancelled. Actually, semi-cancelled, since there’s something I wanted to bring up and now seems like a good opportunity to do so. A new Ludum…
Is this progress? I’m not sure. I spent this week figuring out how to make this game’s graphics happen. In brief, I discovered that OpenFL has massively different graphics architecture depending on what platform you build it for, and spent…
I have remarkably little to talk about this week. I’ve been putting the hours in, but they’ve all been towards porting existing code into Haxe. At first, I found this task tedious and demoralizing, but as I get deeper into…
I’m not quite sure how this week happened the way it did. I started looking up methods of doing rapid pixel calculations in Flash, and from there I found Pixel Bender. Pixel Bender is a fragment shader language that, as…
This week was all about animating. First, I took an evening to revise the jump animation – I believe I mentioned this before, but while the old jump animation looked pretty decent, it communicated the dimensions of the character poorly to…
Not a particularly productive week, but progress progressed nevertheless. The main thing I achieved was creating and implementing the Harvest animation. This is actually something I came up with the idea for relatively recently, but the idea is that, rather…
My major accomplishment this week was getting game entities set up so they can be exported to and imported from xml files. This is the culmination of what I’ve been trying to achieve by breaking each entity down into a…
The trip ended up taking a lot out of me. I’ve been feeling rather tired. Progress on the project is still happening, but it’s slowing down a bit while I figure out when to fit each task into my say…
At this point, I’m more or less comfortable calling the animation system done. It’s way better, now, than what I had before, and should make implementing animations I devise for any other entities super quick and easy. Among the biggest…
Last week’s estimates proved to be overly optimistic. The animation system, which I had hoped and expected would only take two or three days, ended up absorbing all of my effort this week. The good news is that it all…