Monthly Archives: August 2015

August 30th: Toss

I need to get started earlier in the day, for super realsies. Anyway I created the behavior for ranged attacks on the player entity which turns out to be pretty simple for the most part, but the code for the … Continue reading

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August 29th: Throughline

I ended up expending all my energy writing yesterday, but I got a few hours of work in today. That mostly ended up being debugging time, figuring out why platform ground tiles were no longer working properly and tracing why … Continue reading

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August 27th: Pushy

Collision is still super inconsistent, and the stun reactions for enemies still seem to not be working. I’m actually not sure if they’re properly transitioning to the stunned state or what, but yeah I think I’m going to try to … Continue reading

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August 26th/27th: Conversion Rate

Hm I guess yesterday should have been marked as an August 25th update since I wrote it a bit after midnight. Well whatever. Spent most of today on other stuff, but to keep my hand in I found at least … Continue reading

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August 26th: Inconsistency

20 days! 20 days! That’s kind of fucked! Jeez. Okay. I mean most of that was vacation and sick day, but still that’s getting way out of hand. I think I need to go back to working on this a … Continue reading

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August 6th: Crumble

Felt kinda lousy today; possibly getting a bit sick, possibly just an effect of starting new meds. I got the enemy entity’s attack working in a basic form but the timing is a bit off in terms of starting the … Continue reading

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August 5th: Potpourri

Ended up kinda scattered today after a pretty lousy night of sleep. Got all of the attack collision shapes implemented and started looking into getting attacks working for the enemy entity

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