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29/10/19 ( 23:18:52 ) - I broke the RSS??!! #coding

Well this explains the dip in viewers to what feels like 0 xD

I had some weird bug in my RSS system that - I assume strongly - prevented RSS from working properly.

Good that I just started working on the backend and I debugged everything including the RSS -- showing a fat WARNING before the <rss> stuff - I think I know how to fix this, it will probably not happen again but maybe this is the time to start thinking about an actual newsletter system? RSS is going boom in many places and email seems to be accepted so... what do I have to lose? Not much.

Anyways, short little cherry on top: I am working on a YouTube video explaining what I did this and last week, basically the demo screen is fully operational, this includes blue, green, yellow and red turrets.

Todos:

- make turrets placeable
- make turrets selectable

Then I can actually kickstart the actual game, progressing through the turrets etc etc. But I am again fairly sure that the vast majority of work is just past me. The laser / shockwave implementation really was something I dreaded and it works like a charm :)

Stay awesome!

Yours Chris

22/10/19 ( 09:18:01 ) - Taking a breather - done #coding

I have been in a ditch, emotionally.

But it seems since this week I am past that. I have briefly dipped into therapy and realized that everything is fine, should be fine. I just needed a break, and I had that. Everything is great.

So much so that I estimate having something resembling an actual working game this week. From literally nothing working for so many reasons, I transitioned to a working road manager and properly spawning mobs that follow the path and align themselves according to it.

This was a big issue so far, no matter what I did, the game just did not want to start when I selected a map.

So what I forgot is that back in the day, the flash system was frame-based. One frame had the map selection, the NEXT FRAME had all the game management assets. This now hast to be done by >spawning< a new GameManager [which SAT on the next frame in the original game, and now obviously did not exist in the beginning].

Also there were some hickups with attacker placement, specifically array initialization. The waypoint array was empty and that caused issues, obviously - so I spent several hours debugging why there "were no attackers" when the reality was, they were spawned and instantly "reached the goal" because the waypoint array was empty and on spawning the creeps were at the goal, mathematically. Great :D

As soon as that was solved I finally saw the creeps run along the demo path, everything fell into place.

I will show a video later this week when the turrets are operational which is so far not the case. It looks bad having a turret sit there and it totally ignoring the creeps running past it. More debugging to do, but I am energized and I can see the progress I have been working on for a year now. It feels great :)

Thanks to my friends and my wife, I could rest and recharge my batteries in these last months :)

Stay awesome!

Yours Chris