Monthly Archives: May 2014

May 30th/31st: IO

Forgot to post yesterday but whatever. I spent today making most of a nice centralized File IO class so I don’t need to duplicate my file IO code everywhere. Yeah, it’s a bit off the main tasks I need to … Continue reading

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May 29th: Crash

Wow, complete crash out of nowhere today. Not sure whether this is just random depression, fatigue that I built up despite taking a couple of days off, or just something in the air, but I just couldn’t get any motivation … Continue reading

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May 28th: Awareness

I got it so levels can reset, which was simpler than I thought it would be, but was still a bit intimidated by the prospect of revising the entity editor so it worked with the new paradigm. Fortunately something else … Continue reading

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May 26th/27th: Back into Swing

I’m not used to taking days off! It’s been a while since I’ve done so, and it’s taking a bit of adjustment to remember where my place was. This is not helped along by the fact that these couple days … Continue reading

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May 24th: Novel Graphics

I got all of the stuff in to test out the graphics system, which in practice was quite a bit more finicky than I had anticipated. A lot of it was just messing around to fix problems with relative paths … Continue reading

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May 22nd: Stress Test

Okay, I got the individual pixel effects working and tested. Honestly, now that I see them, I’m not sure how much use they’ll be in a game running at native 1920×1080 resolution, but it’s cool to have them functioning anyway. … Continue reading

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May 21st: Caches and Types

Feeling a bit better today. I got my first test case, a static particle that’s meant to replace what were previously level details, working: There turned out to be some issues with my old bitmap animation code that was causing … Continue reading

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