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878239 Posts in 32910 Topics- by 24328 Members - Latest Member: Pl4n3

May 21, 2013, 11:56:28 AM
TIGSource ForumsDeveloperFeedbackDevLogsTale of the Stolen Rainbow
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Author Topic: Tale of the Stolen Rainbow  (Read 1963 times)
hryx
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bleached fife


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« Reply #15 on: April 21, 2013, 10:43:18 PM »

Since the editor is a tangent from the actual game, I will give it its own progress bar:
●●●●◐○○○○○

This week's progress:
  • Save and load level files
  • Cut/copy/paste selection
  • Highlight current layer
  • Level file format improvements to better support user levels
  • Many bugsquishes & internal improvements
  • Started backing up in private git repo in case my desktop combusts

XtraMegathanks to Dom2D for putting this in his Visual Showcase #14 (insert 14 exclamation marks)
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hryx
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bleached fife


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« Reply #16 on: May 06, 2013, 07:05:40 AM »

This (2x) week's editor progress:
●●●●●●○○○○

Stuff accomplished:
  • Completely converted to spritebatch-based image drawing
  • Handy utilities for logging and performance measuring
  • Some new GUI widgets, some improved
  • Collect and report warnings to user upon level load/save
  • Made performance/FPS not sink like lead poop when >1000 objects are on the map (see first point)
  • Lots of other things

Next goals:
  • Single-room preview in sidebar
  • Basic undo stack
  • Wrap it up and get back to the game before June

Topics I learned about this week:
  • Sending texture geometry info (quads) to GPU instead of whole image
  • What a spritebatch is and how to use it
  • Closures, upvalues, and tail calls in Lua

Woof! Failed to post an update last week. 40 hr/week job + active band + 15-30 hrs/week game dev... my ability to skip sleep every other night is slipping. Stuff like this has started happening...



Not to mention: candies hangover. I know you all have it too.
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