Monthly Archives: March 2015

March 30th: Towards the Light

Hm. Trying to figure out how exactly the light system behaviors will all fit together. I need the main game to be able to see the light system so it can draw it over everything, or I need to be … Continue reading

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March 29th: Into Place

Fixed most of the rest of the stuff that I broke when I changed the resolution. Found out that some of it was actually residual from when I changed the caching system, and fixed that too. I started to add … Continue reading

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March 27th: New Years Resolutions

A thought occurred to me last night: I’ve been putting a lot of work into getting this game working at 1920×1080, but I’m not sure that’s actually the best look for it. I’d originally imagined this as something like the … Continue reading

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March 26th: Sliding Block Puzzles

Okay the pre-caching as much as possible works, the shifting the cache tile by tile to try to keep ahead of the character works, but the actual tile-by-tile drawing seems to have a bug in it somewhere. I dunno I’ll … Continue reading

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March 25th: Shifty

Been feeling kinda shit, physically tired and achey and tired. Dunno what’s up with that. Figured out how I want the cache to behave but I don’t have the presence of mind left to finish implementing it. Basically: Step 1: … Continue reading

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March 24th: Cache

Completely out of it today, achey and sleepy and generally not in a very productive place. Was still able to fix the bugs I left for myself yesterday, but unfortunately discovered that the changes I made were not quite as … Continue reading

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March 23rd: Blockhead

Tested out the light system and did some streamlining. It seems to work fine, though the performance on it isn’t great. The good news though is that the performance hit is probably mostly a one-time thing stemming from having to … Continue reading

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