Monthly Archives: January 2017

January 27th, 28th: Blegh

Definitely sick. Spent yesterday just resting and writing the blog post, today I fixed a collision bug that was breaking the attack code and added a system for changing the level tileset colors arbitrarily. Also commission work — though a … Continue reading

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January 26th: Bulk

Got a chunk of level building done, fixed a few things in the code, updated some old prototype animations to have the proper draw offsets, so got a decent chunk of game work in. Also worked on commissions, got a … Continue reading

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January 25th: Organic

Wasn’t feeling like tackling any of the big programming tasks today, so I went in to build levels and just made the improvements I noticed needed making along the way, both to level assets/tiles and to programming issues. Early levels … Continue reading

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January 24th: Vanishing Point

Mostly did secondary work today, but got into the EverEnding code long enough to make it so details converge on the center of the screen as they get more distant rather than the upper left, something that’s been bothering me … Continue reading

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January 23rd: Somnolent

Ended up doing a bunch of miscellaneous work and am taking a sleep study tonight so no game or commission work today. I’ll treat it kind of like a break and tackle it fresh tomorrow.

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January 22nd: Catsup

Spent today catching up on stuff that I feel like I haven’t been working on enough — did laundry, got combo platform collision working, did a bunch of commission work, developed the transition tilesets a bit, and did some level … Continue reading

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January 21st: Traverse

Was out a bit, helping out at my mom’s place with a few different things. When I got back I got water working in the collision system and got combo platforms partially working, but they still need a bit more … Continue reading

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