EverEnding DevBlog 70: Hodgepodge
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…
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…
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 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…