Monthly Archives: September 2014

September 30th: Browsed

Okay I think the animation browser will work. I haven’t tested it, but the code compiles and everything should probably work. I’ll see about making a graphics browser tomorrow, and then see about integrating all of the browsers into the … Continue reading

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September 27th, 28th, 29th: What just happened?

I tried to experiment with a multiphasic sleep schedule. It didn’t work out. Let’s just leave it at that.

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September 24th, 25th, 26th: Time Skip

Blah blah, missed a day due to being busy, then sleep schedule rolled around in the way it does, so this is a threefer. Made some nice overhauls to my animation class so it dispatches events when certain things happen, … Continue reading

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September 23rd: Scattershot

Okay, I figured out the dragging problem I was having yesterday pretty quickly (yay), and moved on to polishing up some interface elements for the detail editor. This lead me, for reasons I no longer recall, to do some minor … Continue reading

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September 22nd: Irritations

I worked until I was too angry to work more on the stupid drag and drop behaviors. This should be super fucking simple, but weird bugs and draw order issues and conflicts keep creeping in and making it a pain … Continue reading

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September 21st: EverEnding

I still don’t know if I care about that other game, but I decided to take a break from it and spend some time working on the game I know I care about. Even if completion is as distant a … Continue reading

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September 20th: Apathy

I don’t know if I give a shit about this game. I know I should finish it on principle, but every little obstacle that slows me down kills my enthusiasm in a way it wouldn’t if I really believed in … Continue reading

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