Monthly Archives: November 2014

November 30th: Tangles

Okay, I figured out why the entity info about them standing on surfaces was getting overwritten, and it turned out to be a surprisingly tricky problem. Basically, when it does the entity collision behavior it goes through and tests the … Continue reading

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November 29th: Orders of Operation

Have it so standing on an entity should count as a ground surface, but something is resetting the variable before it gets used and I’m having a hard time figuring out what. I’ll get that sorted out tomorrow.

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November 28th: Misaligned

I’m gonna say today is a light work day because I had to take care of some other stuff and I’m trying to work outside of my element. Still, I rearranged my collision behaviors in a way that should allow … Continue reading

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November 26th/27th: Soporific

I was sleepy today, and then I ate a bunch of turkey and became even more sleepy, so I’ll keep it brief. Entity collision detection seems to work fine now, though bitmap-bitmap collisions haven’t been tested yet. Next thing to … Continue reading

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November 24th/25th: Sporadic

Sorry updates have been sporadic, shit’s been going on. Fixed all of the problems with entity prototype saving/loading, tested out collision and found it wasn’t working, figured out why it wasn’t working but haven’t figured out what to do about … Continue reading

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November 23rd: Roads

Well, another day spent figuring out the things I need to fix before I can make test-case entities. Or, to be precise, before I can have them show up. At the moment the entities are created and have been saved … Continue reading

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November 21st/22nd: Throughfare

On the way to testing this stuff out I am finding all sorts of stuff that doesn’t work right yet, so most of what I’ve been doing has just been ironing out bugs, in the entity editor, in the level … Continue reading

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