Monthly Archives: December 2013

December 30th: Down to Earth

Okay, spent some more time with the collision code and fixed a number of little bugs along with one HUGE one that I absolutely cannot believe it took me this long to notice. Without going into details, suffice it to … Continue reading

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December 29th: Landing

I’m taking today off since I spent so much of it with family. Starting tomorrow, I’ll be snapping back into my old work schedule, so hopefully more progress will quickly follow and I’ll be able to start writing for Problem … Continue reading

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December 28th: My Way

I’ve dug up some more bugs, and now the character is almost never randomly falling through the floor. So that’s a plus. I’ve set up some traces to output what the collision code is doing as it’s doing it which … Continue reading

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December 27th: Trap

Arghhhhhhh, I just spent a couple of hours debugging the collision detection only to find out it was another obvious porting error! Even though they’re obvious, they can be super sneaky! You see, switch statements are formatted differently between AS3 … Continue reading

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December 26th: Homecoming

I spent most of today in transit so I didn’t get a LOT done, but I started planning out the entity editor and laying out the groundwork of what I’d need to get that done, code-wise. In a perfect world … Continue reading

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December 25th: Christmas/Eve

Okay, got the map editor polished up, fixed the bug with world position being incorrect after relocating in the map editor. I went and spent a bit of time tweaking the player character’s movement parameters since I felt like she … Continue reading

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December 24th: Christmas Eve

Okay, placement of changers works and I fixed up movement between levels to work again. There are some weird bugs associated with it still, probably emerging from jumping around the map using the map editor instead of moving from room … Continue reading

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