Eve DevBlog 68: A Sound Plan
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…
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, 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…
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’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…