Monthly Archives: March 2016

March 30th: Mud

A bit more work on the dirt tilesets. Much slower going than yesterday, but getting a feel for it. Not sure if I should have anything like the foreground elements I have for hills. Probably not, but we’ll see. Also … Continue reading

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March 29th: Dirt

Decided to move on to another tileset for a while, and I think this is going pretty well. Started in on the dirt tileset today: Wanted to make this dirt feel kind of muddy, suggest a cool moist climate. My … Continue reading

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March 25th: Redundancy

It occurs to me that for the most part the content of these blogs is identical to what’s going to be on my git commit messages. On the one hand it’s nice to have a place to brainstorm and think … Continue reading

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March 24th: Rotten Lemon

Okay fixed the remaining problems with the channel toggles. Used the new channel toggling to create another rotten lemon for the new template tileset. Looks pretty bad, but it’s a start!

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March 23rd: Channel

Got the tile channel toggles working. This will be a very powerful and useful tool I think, but I’m too sleepy to talk about why right now.

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March 22nd: Switching Over

Last couple of days have mostly been spent trying to get a website set up to create a centralized location for my work and from which to promote EverEnding, and also setting up a non-local code repository for the game … Continue reading

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March 20th: Changing Channels

I started creating the buttons for individually editing different pixel channels in the tile editor, but feeling pretty tired/depressed so just created the interface without any of the underlying logic today.

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