Well, it’s taken a lot of finageling and futzing but I’ve managed to get HaxePunk to operate with FlashDevelop the way I wanted it to. Code completion works, lookups work, and pressing the test button tests the app. Huzzahulations! Now to actually learn how to use HaXePunk and see how it goes. The framerate isn’t […]
Archive for April 2012
HaXePunk is Coming Under Control Leave a comment
A Beginning for A-Life Leave a comment
Today I don’t feel like working with text, but I can’t relax and play, so I’ve got to work on something else. So, I’m going to start doing the other option of the two I started with, when I started the text game. I’m going to start doing some A-Life experiments. So, I’m going to […]
Giving HaXe a Try Leave a comment
So, now that I’ve decided to give HaXe a go, I’m going to start out targeting Flash. I’m familiar with Flash and comfortable with it. I’ll keep anything platform-specific seperate from the workings of the game in general. Then, I can write interfaces on top of the inner workings. One thing that’ll be difficult is […]
Maybe I should try HaXe Leave a comment
Am I jumping formats again? Apparently JavaScript doesn’t work in all browsers, and certainly, some people turn it off. So, what if I used server-side scripting, like PHP? Well, then you could only play when you’re logged into the internet. When I was doing it in Flash, you could download the .swf and play wherever […]
JavaScript and Jquery Experiments Leave a comment
So, last time I read up on JavaScript and found that the syntax is pretty much the same as ActionScript except in a couple places. However, I got burned out before I could actually try anything, so I’m going to do that now. I’d say the primary thing I want to try is making a […]
Simplifying TextWorld Leave a comment
Well it’s been quite a few days since I worked on my TextWorld project, and after much thought I’ve come to a couple of realizations. First off, it would be a lot easier to find a pre-made 3D engine and build a text interface on that, than to start with the text and build a […]
Mobiles Leave a comment
Hokay so it’s tomorrow, but I haven’t gotten much more thought on the Action issue. Here’s how it works in my head. The player chooses an action, and that action is added to the timeline, so that when the duration of the action is up, the action will be completed and the player will be […]
Struggling with Actions Leave a comment
I’m back at the cafe and ready to work some more on TextWorld. Whenever I see Mr. Notch pop up on the Twitter and I see he’s working on his space game, I think to myself “Why aren’t I working on MY game?” Well, I don’t feel comfortable making my own space game untill I […]
What’s an Action, Anyways? Leave a comment
So it’s been a while since I worked on the TextWorld project; I got tied up in other things for a bit. Last time I put together a sort of solution for the room filling problem. The other night it occured to me that when I started this, my intention was to experiment, including some […]
Set Up Adding to and Removing from Spaces 1 comment
So in the interim since I posted last I realized that even if I went to the trouble of coming up with the math to test for space, it would be too complex in general, and especially if I ported this to JavaScript or PHP. To simplify things I’m going to stick with volume for […]