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I’m back, and I have a retro computing related thing for youall!
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So much code and art this week!
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I’m getting close to having all of the game code in place for an alpha release for VCF East.
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This week was a hodge-podge of work: Finishing up next level loading Allowing for variable length levels During warmup, only show each pose once Get the game working on the Amiga 500 (well, 68000-based Amigas) The last one was interesting, as it required…
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I’ve started work on being able to exit the level you’re on when you reach the end, and load up the next level: Thankfully I already have a good testing approach for these non-interactive state machines, and so it was reusing the same approaches for warmi…
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This week I finished up the warmup graphics.
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This week was all about improving asset loading and drawing some warmup graphics.
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A bunch of travel slowed down progress, including a very awesome trip to MAGFest 2025.
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Not much in the way of visuals to show this week.
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Look at that smooth fade in: The palette manager I talked about on 2024-12-22 is finally plugged in at the right place to allow the game to fade in the palette from black (or, really, any color) when the level starts up.
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I decided to work on the palette manager, and now I can fade between arbitrary palettes of colors: The fading algorithm is a slightly tweaked implementation of Bresenham’s line algorithm.
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All three collision types are now working!
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I have two of the three collision types working!
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This week was about getting a basic level “editor” working, using a combination of a Ruby script with RMagick and an image from LibreSprite: The level generation works, and I restructured a ton of code to make dynamic level loading work.
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We have a main menu!
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Another week of slow progress, but this is mainly due to some really heavy refactoring work.
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Not as much progress this week, but some good code cleanups and performance enhancements: Spreading out redraw work across multiple frames Getting background rendering mostly working Precalculating double buffer calculations Next will be getting the double
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Lots of progress this week!
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Going to write up a blog post every week with the progress of my finite-at-first runner for the Amiga.
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It’s time…time for a video on the Commodore Amiga Blitter!