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Monthly Archives: November 2013
November 29th: Somewhat running
All compiler errors are fixed, all build errors are fixed, and it’s even run without crashing. Admittedly, when it did so it also didn’t do much of anything else, since in the process of porting some of the event chain … Continue reading
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November 28th: Thanksgiving
Didn’t get a lot done today for obvious reason. Fixed a coupla bugs, dug up another one which should be relatively easy to solve now that I’ve found it. … Just remembered I’m supposed to post a weekly devblog tomorrow. … Continue reading
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November 27th: Run Time
Okay I’ve got all the xml shit sorted out. I’ve got all of the compiler errors sorted out. I’ve figured out how to get a proper unqualified path so that I can actually load the resources that the game needs … Continue reading
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November 26th: Parse for the Core
I originally wanted to spent an hour or two getting xml parsing, editing, saving, etc working today and the rest on fixing inevitable runtime errors, but as it turned out I had to spend all day on xml. Really stupid … Continue reading
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November 25th: Unimplemented?
I eliminated all of the compiler errors I was getting from the haxe compiler only to get some errors from the generated C++ files. I’m not 100% certain what’s going on, but I suspect that the flash.XML libraries aren’t actually … Continue reading
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November 24th: Less Than a Thousand
So trying to build the project after the initial host of syntax corrections originally resulted in an error log that couldn’t be displayed because it overran the output buffer. Apparently 1000 simultaneous error messages is the maximum, because for yesterday … Continue reading
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November 23rd: Still distant
90-95% turned out to be hugely overoptimistic. I’m still sorting through the 1000+ errors it spat out. On the plus side, I’m making a ton of little improvements as I go. I’ve made my Entity behavior class and my particle … Continue reading
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November 22nd: Closing In
About 90-95% done now. When I try to build it’s notifying me of specific errors instead of missing classes, which means I’m getting pretty close. This is where things start getting trickier.
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November 21st: Port
And so on, and so on, and so on. I’m actually having fun porting this stuff over now, it’s moderately demanding without forcing me to actually think very hard. I’m even taking my numerous mistakes, as I learn the language, … Continue reading
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November 19th/20th: Missed
Crud, forgot about yesterday’s update. Well, it was pretty much the same as today, working on getting stuff ported over to Haxe. VERY sleepy. Would work on this some more if I could keep my eyes open but it’s impossible … Continue reading
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