Eve DevBlog 39: TIGJam
Had a couple of off days this week, but made up for it with a run of programming days that ranged from okay to great and some solid writing progress. I’ve been working on figuring out animation issues, which also…
Had a couple of off days this week, but made up for it with a run of programming days that ranged from okay to great and some solid writing progress. I’ve been working on figuring out animation issues, which also…
Well, I’ve finally fixed the collision code to a point where it is, if not release quality, at least decent enough that I don’t mind leaving it like this for a while while I work on other more interesting challenges.…
I’m super frustrated with how this is going. I don’t think working on programming a bit here and there is working very well, and problems which should take me a few days to solve are bloating and taking me weeks.…
If I’m gonna get stuck on something, it may as well be a problem I can make a bunch of obstacle related puns with, right? Okay, this was not a good week for progress. I got about halfway through implementing…
It’s been a pretty mixed week, all told. I finally got the particle system all ironed out, (that’s good), but it turns out that the caching thing doesn’t work as well for mass particles as I’d hoped, (that’s bad), but…
Ugh, what a week. Like walking through a sea of mud. Not to imply that I haven’t gotten anything done. I’ve been working fairly consistently all week long, and in the moment it always feels like I’m making good progress,…
Well, I have a screenshot… Now, the particle effects look a lot better here, and I wish I could claim that that was the product of a week of fruitful labors, but in fact that took about an hour or…
Unfortunately, as the primary design phase of the project comes to a close and I enter the engine programming phase, I worry that the devblog will become commensurately less enjoyable for the general populace to read. While I forge away…
Well! I’m probably way behind my non-existent schedule on this, but progress is progress. I have, now, a complete outline of the game. All of the levels, all of the enemies, all– well, okay, most– of the secrets, the bosses,…
Basically spent the entirety of this week wrestling with AS3’s 3d API. It’s not well documented and it’s not very elegant, but hopefully once I figure it out it will at least be fast. That said, after days of wrestling…