EverEnding DevBlog 72: Entity Editor
I finally started in on the entity editor. It’s obviously still got a ways to go, but some important components are in place already. The green bar on the left holds a complete list of all placed entities in the…
I finally started in on the entity editor. It’s obviously still got a ways to go, but some important components are in place already. The green bar on the left holds a complete list of all placed entities in the…
Phew. Okay I’m actually like super tired right now so I’ll try to make this brief. First thing’s first, sound and music are tested and seem to work! So far at least. There’s obviously a lot of tests I’m going…
It’s been a pretty good week. At this point, I’ve got maybe 90% of my total sound code finished. As I wrote about this previously I’d developed a bunch of the foundational classes and I was just about to integrate…
I’m getting really distressed at my overall lack of progress here. I mean, this week is one thing, since I spent much of it deep in the throes of caffeine withdrawal anyway, but it doesn’t seem like I’ve gotten any…
It’s been kind of a slow week. I started off by adding those features to the map editor which I’d noticed were missing last update, but since then I’ve just been trying, bit by bit, to polish the collision detection…
Well, things still feel slightly frozen in place. I’m still trying to recreate a daily routine after the holidays shattered my schedule, and it feels like habits have been broken, both good and bad, and I’m remaking them now for…
So many distractions. So much winter. So much sleepiness. Finishing up the map editor is taking a slightly absurd amount of time. Admittedly, that’s partially because I spent all weekend and most of my free energy working on Ludum Dare,…
Well my procrastination capabilities seem to be in working order. I’ve probably spent as much time reading articles and watching youtube videos as doing actual work while I ‘work’ on this project. Um. It’s all part of the process. Probably.…
Well, the port to Haxe is pretty much done. All of the major bugs are fixed, everything seems to be up and running. There were a few sneaky issues in the map editor that took me a while to address,…
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…