Tag Archives: Animation

July 5th: Alpha Ambitions

I feel like I’m getting close to getting something that feels like the game is supposed to feel, now, even if only slightly, and it’s super exciting. As I covered in the weekly DevBlog, I think this is really getting … Continue reading

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June 21st: TIGJam Part Two

Well. Today I actually got all of the transitions for the running animation working. The transitions themselves were easy to implement due to the groundwork I laid yesterday, but controlling which transitions were selected and loaded in was a bit … Continue reading

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June 20th: TIGJam part one

Oh man, what a day. I got in to TIGJam right around the time it started, sat down, and promptly started being asocial and weird. I popped open the code base for Eve and started poking around inside with the … Continue reading

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May 25th: A steaming hunk of something

Well, I’ve got a collision detection function. Whether it is a functioning function or not has yet to be discovered, but it’s certainly complicated enough. Right now I’m still untangling the other mess I left for myself when I decided … Continue reading

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May 13th: One Step Forward, One Step Reverseward Downwise

  (Oops, I wrote this one out yesterday but apparently accidentally didn’t put it up. Super sorry.) A new screenshot! Well, you might be saying, this looks a lot like the last one. And well, you might be saying, that … Continue reading

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May 2nd: Restructuring

It’s actually getting a bit hard to remember what progress I make each day because it mostly melts down into a generic morass of ‘work’ the second I finish. I’ve basically finished developing my cached bitmap frame class and finished … Continue reading

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April 28th: Particanimatin’

Okay! So last night I delved back into my particle code and I hooked up all of the stuff having to do with particle size and rotation and also, incidentally, fixed a misplaced parenthesis that was messing with the mapping … Continue reading

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