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Just some snippets of work I’ve done during May and perhaps June maybe I don’t know, sad.
I start putting together the framework for a flying enemy and for the main menu.
More work on getting my Tree boss back into the game. It’s a lot of coding this time.
Working on getting my first boss back into this new iteration of my game.
Starting to work on getting the Tree Boss back into my game, in spite of the job anxiety that’s filling me with The Bad Feels™.
So I redid the Apple’s animations and it stopped glitching?? I don’t know?? why that happened??
Also, my schedule’s going to get weird for a little while because I’m hopefully getting a job at a restaurant call center??
Here’s snippets of the work I did last week: animating the two apple enemies and coding the logic for flaily-arm McApple friend, whereupon McApple started getting locked to the center of its room for some reason.
I didn’t get a lot of work done this week because of a family medical emergency.
I figured out what was causing the “inexplicable” infinite loop: a while loop with nothing inside of it, because I’m dumb. Otherwise, I do some apple animating and coding in the boss room spawning.
I did some work on an enemy type yesterday and then went back to the level generator because I’m still not done with that and I really should have been done with some enemies and a boss, AT LEAST, by this time. And then, in the end, the level generator manages to find an infinite loop to ruin itself on, no matter if I remove the additions or not.
Just some samples of the work I was doing last week. It’s more coding for spawning the rooms, particularly the double-size room bounds, and setting up the double-size layouts.
Working on getting the double (wide/tall/size) rooms to spawn in correctly. It’s slow going because I always get confused about the relation between (row, column) and (x, y). There’s also an issue with spawning the fourth piece of a double-size room where I get some sort of lightning-bolt-Tetris-piece sort of thing happening.