Summary: In which a game is made to test key-mapping; and a few minor bugs are addressed.
Greetings and salutations!
This week's screenshots come from a little digression that I made in the week just past--more on which in the main of the post:
(The name is a stand-in for now.)
The week just past was... perhaps not my most productive, I fear. Still, some things did get done:
Continue reading "A Key-Testing Digression" »
Monday, April 22. 2019
The Key-Mapping Retrofit
Summary: In which additional device support in the mey-mapper is worked on; key-map profiles are added; and a handful of assorted changes are made.
Greetings and salutations!
This week's screenshot shows some changes to the key-mapping module. Since these changes are work-in-progress, and haven't yet been reflected in the main game, this screenshot comes from a simple test-program--hence the simplicity of its appearance.
The week just past was almost entirely given to work on the key-mapper, with only a few minor things being done otherwise, I believe:
Continue reading "The Key-Mapping Retrofit" »
Greetings and salutations!
This week's screenshot shows some changes to the key-mapping module. Since these changes are work-in-progress, and haven't yet been reflected in the main game, this screenshot comes from a simple test-program--hence the simplicity of its appearance.
The week just past was almost entirely given to work on the key-mapper, with only a few minor things being done otherwise, I believe:
Continue reading "The Key-Mapping Retrofit" »
Monday, April 15. 2019
Below the Streets of Tenereth
Summary: In a cutscene is completed; parallax is used; and a broken cutscene is fixed.
Greetings and salutations!
In place of a screenshot, this week I have a video: the full introductory cutscene to level two!
The week just past was almost entirely focussed on the above-shown cutscene:
Continue reading "Below the Streets of Tenereth" »
Greetings and salutations!
In place of a screenshot, this week I have a video: the full introductory cutscene to level two!
The week just past was almost entirely focussed on the above-shown cutscene:
Continue reading "Below the Streets of Tenereth" »
Monday, April 8. 2019
What Do You Mean, "The Table is Transparent"?!
Summary: In which a cutscene sees work; pain-slowness is removed; a few tweaks are made to level two; and a frustrating and unexpected transparency is dealt with.
Greetings and salutations!
This week's screenshot is an excerpt from the work-in-progress intro-cutscene to level two. It's an establishing shot of the location of the level, Tenereth:
The week just past was largely another art-week, but in which a few other things were dealt with, too--including one surprising, initially-mystifying, and slightly annoying issue...
Continue reading "What Do You Mean, "The Table is..." »
Greetings and salutations!
This week's screenshot is an excerpt from the work-in-progress intro-cutscene to level two. It's an establishing shot of the location of the level, Tenereth:
The week just past was largely another art-week, but in which a few other things were dealt with, too--including one surprising, initially-mystifying, and slightly annoying issue...
Continue reading "What Do You Mean, "The Table is..." »
Monday, April 1. 2019
A Thread to Save Time
Summary: In which the title-screen art is updated; level one sees some tweaks; game-saving is threaded; and a cutscene is begun.
Greetings and salutations!
For this week's screenshot, one more look at the title menu, with further revisions to its art:
The week just past was fairly productive, I feel! It saw some work on visual art, level-tweaks, a technical improvement, and more!
Continue reading "A Thread to Save Time" »
Greetings and salutations!
For this week's screenshot, one more look at the title menu, with further revisions to its art:
The week just past was fairly productive, I feel! It saw some work on visual art, level-tweaks, a technical improvement, and more!
Continue reading "A Thread to Save Time" »
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