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  1. I’m back, and I have a retro computing related thing for youall!

  2. Bun Runner Devlog -- 2025-03-14

    So much code and art this week!

  3. Bun Runner Devlog -- 2025-03-14

    I’m getting close to having all of the game code in place for an alpha release for VCF East.

  4. Bun Runner Devlog -- 2025-02-28

    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…

  5. Bun Runner Devlog -- 2025-02-21

    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…

  6. Bun Runner Devlog -- 2025-02-15

    This week I finished up the warmup graphics.

  7. Bun Runner Devlog -- 2025-02-09

    This week was all about improving asset loading and drawing some warmup graphics.

  8. Bun Runner Devlog -- 2025-01-31

    A bunch of travel slowed down progress, including a very awesome trip to MAGFest 2025.

  9. Bun Runner Devlog -- 2025-01-10

    Not much in the way of visuals to show this week.

  10. Bun Runner Devlog -- 2025-01-03

    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.

  11. Bun Runner Devlog -- 2024-12-22

    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.

  12. Bun Runner Devlog -- 2024-12-14

    All three collision types are now working!

  13. Bun Runner Devlog -- 2024-12-08

    I have two of the three collision types working!

  14. Bun Runner Devlog -- 2024-11-22

    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.

  15. Bun Runner Devlog -- 2024-11-15

    We have a main menu!

  16. Bun Runner Devlog -- 2024-11-09

    Another week of slow progress, but this is mainly due to some really heavy refactoring work.

  17. Bun Runner Devlog -- 2024-11-01

    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

  18. Bun Runner Devlog -- 2024-10-25

    Lots of progress this week!

  19. Bun Runner Devlog -- 2024-10-18

    Going to write up a blog post every week with the progress of my finite-at-first runner for the Amiga.

  20. The Obligatory Amiga Blitter Video

    It’s time…time for a video on the Commodore Amiga Blitter!