Monthly Archives: May 2016

May 30th: Overload

Phew. So much to do. Got to most of the stuff I had scheduled, but only got a bit of work done on Candle. Sketched out the main update loop, though most of the tricky bits just got offloaded to … Continue reading

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May 29th: Waylaid

Bleh, no EverEnding work today since I kept getting sidetracked. Mostly just kept remembering new software and drivers I need to install on the new computer. Oh well, I’ll try to make up these missed work sessions over the course … Continue reading

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May 28th: Compute

Ended up spending all day on the 27th waiting for the motherboard I needed to finish my computer to get here and then not getting much done when it didn’t. Today it did, and I built my computer but didn’t … Continue reading

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May 26th: Hitting the Ground Running

Both running animations are done and imported into the game. Next I’ll do the standing animations and the stopping animations.

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May 25th: Temperature

Didn’t get to animation stuff today but got a chunk of coding done on side project. Adjacent particles should conduct temperature now, though all of this game code is still untested.

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May 24th: Bitwiser

After testing out the bitwise operator I made some improvements. Testing with a million-bit long set, performance seems really good. A million get operations takes about 17ms over the control function, and a million set operations takes about 33ms. That’s … Continue reading

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May 23rd: Bitwise

As a bit of preparatory work for my secondary project, I decided I needed a way to create performant arrays of bits in Haxe. Maybe something like this already exists, I dunno, but I banged this up and this should … Continue reading

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May 22nd: Bound

More work on left run. Pretty close to done, but some of the details are kind of finicky. Actually, just in general I seem to have stumbled into making the most pain-in-the-ass character design to animate of all time, with … Continue reading

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May 21st: Leftwise

More work on the left-facing run animation. Slightly annoyed at myself now for deciding the game should have multiple run animations depending on when in the game it is. OH WELL.

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May 19th: Flip-Side

Started in on the left-running animation today, and it’s going a bit smoother than I’d expected, so that’s good. Hopefully doing both left and right-facing versions will be more like +25% work than +100% work.

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