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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
Posted in Daily Update, Programming
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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
Posted in Daily Update
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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
Posted in Daily Update, Uncategorized
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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.
Posted in Animation, Daily Update
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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.
Posted in Daily Update, Programming
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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
Posted in Animation, Daily Update, Uncategorized
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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
Posted in Daily Update, Programming, Uncategorized
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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
Posted in Animation, Daily Update
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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.
Posted in Animation, Daily Update
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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.
Posted in Animation, Daily Update, Uncategorized
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