In this section you can check out what I'm currently working in, practically in real time.
If some of this seems cryptic it's because the logs seen here come directly from my personal productivity tool prio, and are really just "notes to self".
Nevertheless, if you are interested in what I'm currently working on, this space will certainly be updated FAR more often than the news section.
00:00:00 up2 LOG
-Fixed rotation interpolation for spin speed The Right Way (see last entry).
-Removed flare from level 4 weapon.
-Made gamestate input lock time 1 seconds instead of 2.
-Implemented addblended singlepixel background stars.
-In own parallax layer.
-Tried moving stars, but it looked real cheap at low speeds, and at high speeds it looked too "outerspacy".
-Non-moving stars look more atmospheric.
-Adjusted collision radius of ship to make it land higher up on ground.
-This was to allow for Machine Guns on the same y level to fire at a landed ship.
-Had to adjust Boy tolerance for y deviation from the landing point.
-Speeded up Boy to 3 meters per second (from 2), and adjusted running fps to match.
-Toned down center color of level 4 projectile (was too white).
00:00:00 up2 LOG
-Shrunk ingame target to 8x8, since mom thought that the target was the player.
-Fixed landing to always place the ship at a good y coordinate, to avoid sticking when launching, and because it looks better.
-Added some assertions to the timing code, and changed a cast that sometimes resulted in a negative elapsed time (seems it was due to
floating poing inaccuracy).
-Implemented support for spin level to affect rotation speed.
-Using the old interpolation code, but bettered the check for telling if the rotation was finished...
-...then I wanted to increase the differences between spin upgrades...
-...and the little delta I checked for couldn't really cope.
-This means that the code is framerate dependent.
-The real fix is to compare the true rotation AFTER applying the interpolation to the value BEFORE the interpolation,
-Depending on which way we were rotating, it should be possible to determine if the target has been passed by the latest interpolation