Everending DevBlog 62: Thanksgiving
This is going to be a short one, both because I’m really tired and because there’s not a lot to report. Work has been steadily progressing on migrating to Haxe All of the compile errors have been fixed now, and…
This is going to be a short one, both because I’m really tired and because there’s not a lot to report. Work has been steadily progressing on migrating to Haxe All of the compile errors have been fixed now, and…
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…
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…
This is a kind of boring week to talk about. Don’t get me wrong, I got a lot done, but the stuff I’ve been working on is all architectural foundational stuff leading up to developing a robust and flexible entity…
Well, the crouch attack animation ended up being much more work than I had previously anticipated. I had expected it to take a day or two to get it finished and implemented, but it ended up taking the better part…
Well, it’s been a really weird and depressing week, but not actually too bad in terms of productivity. I’m still mired in animation work, but the light is definitely starting to show at the end of the tunnel! First, I…
Around this time last week, I discussed how games have a hard time portraying the unreliability of memories because this erodes the player’s ability to trust the information they’re receiving from the game. I’ve been thinking about that, and it…