Released latest Basingstoke alpha video:
sBhMUs9ymdk
Cas
Released latest Basingstoke alpha video:
sBhMUs9ymdk
Cas
Today I worked on my Roguelike Dungeon Game and release a Prototype in the WIP Forum
Produced a new user guide in 2 hours.
Got home and fixed an old bug in Vangard: ownership/employment/etc relationships were not thread safe. After fixing that, I promptly found my Entity.kill() method was hopelessly broken.
You know how people say how you tend to get good at the game youâre developing? I had a massive issue with that and timing where all the timings were actually really difficult for my friends who had tried the game really started to have trouble because of how my thresholds were created by beat and not by seconds. Itâs not too noticeable for stuff like the Cannery where the beat is measured by the can width as a visual guide, but the level afterwards had tempo changes which immediately caused the actual second-timing threshold to drop massively. Now the threshold is fairly large (100 ms for on time, 200 ms for just barely) and maintains that regardless of tempo change.
@chrislo27: Yep. And then try to find volunteers who have enough time at hand to play it repeatedly enough to get it back right. And then again and again to not let it drift off another time.
After a struggle, I finally got the emulator to work in android studio. Iâm excited to make some mobile games!
Thatâs one of the most infuriating parts of programming. Fix something here and something else gets broken. Itâs almost like a plumber fixing a pipe.
Test Driven Development. May or may not change your life.
I canât do TDD on personal projects, just donât have the timeâŚ
Not really game related but I added a nested AST(Abstract Syntax Tree) to this toy language.
http://rel.phatcode.net/junk.php?id=156
;D
Today I fixed the Bugs of my Dungeon Game and released a new Version, so that is enough for today
Then youâre doing it wrong. (:
Prototyping? Sure. But once you start getting an idea about what youâre doing (~10 hours in). Start throwing tests in.
Itâs not complicated or time consuming. More often than not youâll realize your design or structure is fucky while writing the test itself.
opened blender ~ 40min ~ closed blender
Schwerer Granant Werfer 34 Mortar with pit
If only making textures would be as easyâŚ
I do TDD all the time at work. But at home everything I write is a prototype. I do have tests, I just wouldnât describe what Iâm doing as test driven.
Today I created my first truetype font ;D
I particularly like the capital R :point:
J0
Edit: On a side note, I also started page 136 of this thread!
Working on an abstraction layer to allow me to switch between OpenGL and Vulkan without having to write my graphics engine twice. The idea is to provide an interface that lies somewhere inbetween Vulkan and OpenGL, basically taking Open GL adding all new features that Vulkan requires (render passes, memory barriers) while abstracting away everything that Vulkan requires but OpenGL doesnât support. Iâve managed to get most of the setup code done so far. I can bring up windows and swap buffers with both APIs, but not draw anything yet.