Monthly Archives: February 2016

February 28th: Background info

Got backgrounds working okay in the editor, got them loading properly with the level, and created some rough background tilesets to use in level planning. They feel a bit too vivid and bright in testing, too easy to mistake for … Continue reading

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February 26th: Buttons

Added some more controls to the anxedit timeline panel, for adding frames in different ways: adding a blank frame, copying the selected frames, importing frames, or deleting frames. The code for three of those is in place, though still a … Continue reading

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February 25th: Background Check

Finished adding the background tiles system. Tomorrow is a day off from Eve stuff, but on Saturday I’ll get this working in the tile editor.

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February 24th: Learning Ropes

Forgot to post yesterday, but spent that building a rough rope tileset. Today I started adding the capability to have background tiles as well as the default foreground tiles, which is basically two separate concurrent maps — this should let … Continue reading

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February 22nd: Rooting

Very sleepy today so not so productive. Wrote some edits to AnxEdit to support modifying the animation frame resource paths to match the new root directory when that changes, but in trying to test these changes I re-discovered that I’d … Continue reading

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February 21st: In-betweening

Spent a while working on the grass/dirt transitional tilesets, trying to address every case where I’d want to transition and how to make it look mostly contiguous. Once I felt like I had it about right, I made versions for … Continue reading

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February 19th: Play

Updated AnxEdit to make it so animations could be live previewed and also fixed some other miscellany

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