Monthly Archives: February 2017

February 28th: Cavernous

Departing completely from the damn particle stuff for a while, I spent today developing the first cavern area and tweaking the tileset for it to get it looking nice. I think it’s starting to come together. Right now. Over me.

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February 27th: Miscellany

Put some more work into trying to get the multithreaded particle system working well with no great results. It at least runs now, though, so I spent some time doing some minor level building and tileset tweaks as well. Also … Continue reading

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February 26th: Alignment

So the particle system works, buuuuut the camera is kinda wonky right now and the framerate seems not what I’d hope. I’ll probably be putting more work into it soon but want to work on other stuff for a while … Continue reading

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February 24th, 25th: Mutex

had to replace AS3’s shitty interworker messaging system with a custom system, and then found out today that I’d done a bad job with some of the specific concerns of multithreading and implemented mutexes where they were needed. Still not … Continue reading

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February 23rd: Momentum

Ahhh the month is almost over wtf. Particle system mostly works: I can run it in the same thread as the rest of the game now, but can’t split it out into its own because the messaging system breaks for … Continue reading

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February 21st/22nd: Rollover

The restructuring of the particle system is pretty much done and it’s like 9am the next day so I guess I’m cycling my sleep schedule again. Right now the game builds again, but it’s got a bunch of bugs to … Continue reading

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February 20th: Nothing is Ever Simple

I keep thinking I’ve figured out a more simple and elegant way to do this and then it turns out there’s some weird complication I didn’t think of. Dangit. Well, it’s coming along, but more slowly than I’d hoped. I … Continue reading

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