Yearly Archives: 2014

Progress Report on Progress Itself?

Hope everyone had a Merry Christmas! In my last post, I mentioned something about logging my programming time. I’d like to expound on that a bit more. I’ve only been doing it for a little under two weeks, but basically

Posted in Uncategorized

Project Flux: Post-LD31 Engine Project

The ginormous¬†engine rewrite has been underway from the LD31 experience. Currently, my ECS is going by the name “Flux,” a name that is meant to reference the transformative nature of game objects and ECS in general. As part of getting

Posted in Uncategorized

LD31 Postmortem

The game-making period for LD31 has drawn to a close. And the results? Well, unfortunately, I didn’t quite make it. The major change in my development approach really slowed me down. Its disappointing for sure, as Ludum Dare really is

Posted in Uncategorized

LD31 Update

Been over a day now since things kicked off so I think its appropriate I give an update. Yesterday involved a bit of indecisiveness and concern. Having not really dived into a hard-coded game project in awhile, it started pretty

Posted in Uncategorized

Ludum Dare 31 is a GO!

The theme this year is “Entire Game on One Screen.” http://ludumdare.com/compo/ Gotta keep it interesting, don’t they? I wanna come up with something that’s not simply on one screen to be on one screen, but something that makes sense/thrives because

Posted in Uncategorized

ECS Quest: Part 3

Three days in a row! How about that! But tomorrow’s the dreaded Monday, so… anyway, I’m actually gonna keep this brief because… yeah, tomorrow’s Monday, so… Today I realized that I didn’t have proper runtime debugging set up; that’s a

Posted in Uncategorized

ECS Quest: Part 2

(Please excuse the poor code formatting; WordPress acts a little funny about spacing.) Last time, I gave a brief, non-exhaustive intro on what an ECS was, and also talked a little bit about pros and cons. One thing I didn’t

Posted in Uncategorized

ECS Quest: Part 1

OK, so here I am again! Time to give some details on what I’ve been up to. Lately, I’ve been working with pure Haxe and OpenFL to make an Entity Component System for game development purposes. In a nutshell, ECS

Posted in Uncategorized

Gearing Up

First off, I’m not sure what happened with my last post and its blank-edyness. Sorry. So I’ve been relatively quiet lately. I started my new full-time programming job roughly six months ago (I can’t remember if I posted about this

Posted in Uncategorized

Photon Speaks!

Posted in Uncategorized