Tag Archives: Platformer

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 22nd: TIGJam Part Three

Another day, another… day. Let’s see, I started off pretty tired from yesterday, so I definitely had a slow start today, but I got all of the code I’ve done over the last few weeks committed (I really should get … 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 17th: Plan of Interaction

I’ve been feeling kind of out of it all day today, but I still managed to come up with an approach to solving the collision detection issue that I have a pretty good feeling about. You see, I was thinking … Continue reading

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May 16th: Obstacles

Ugh. Well, after a fairly successful start to the day wherein I revised the piece I posted last night a little bit, I went ahead and tackled my old nemesis, collision detection. So far it’s not going super great. I’m … Continue reading

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