Aug 2022
Posting this a bit early. Not a whole lot to report (and I hate that I’ve opened two devlogs in a row like this, but it is what it is). No videos this month. …
Posting this a bit early. Not a whole lot to report (and I hate that I’ve opened two devlogs in a row like this, but it is what it is). No videos this month. …
Another month without much to show (well, there is a little bit to show related to mouse cursors). I fell short of the main goal: porting EditField to prodUI. This sucks, but it’s worth taking the…
I started work on a simplified UI system, with the intent of using it as a test bed for editField. Neither are ready for public release (though editField is now mostly functional). I also dabbled…
I spent about half of May getting some LÖVE libraries cleaned up and released on GitHub, and the other half struggling to expand my text box implementation to support multiple lines. My approach backfired, and…
Like March, this is essentially a non-update. I got some work done on a WIMP-style UI interface: windows, scroll-bars, buttons, checkboxes, radio groups, all that fun stuff. I had issues writing an input field widget,…
This is a short one. I spent most of the month cleaning up source code to release as libraries. By the time I got back to the build system and the engine run-time, I forgot…
I’ve got nothing terribly photogenic to show this month, as most of the work I did was at the command line / terminal level. I did find an old build of the game from 2019,…
I’m changing my post format a tiny bit. I’ll be starting with a quick summary, so that the first thing to appear on the blog’s main page isn’t the project’s screenshot caption without the screenshot….
A test program that’s about 35% complete. It will be a performance test for plain LÖVE draw commands, SpriteBatches and instanced mesh draw calls. EDIT 2 Jan 2022: I think I greatly misunderstood what love.graphics.drawInstanced()…
😮 Some brief footage. No new content to show this month. I took some time to reflect on the state of the project, and ended up making a lot of cuts to the engine and…