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
-Increased the sound falloff, and put it in the constants file.
-Deciding against blasting with normal projectiles, but the special weapons may well do it.
-This probably means extending the projectile data class.
-Tested moving background stars but it didn't look good, due to no sub-pixel filtering.
-Added sparking to enemies as well (when half damaged, and smoking when 3 quarters damaged).
-Added support for turning off the firebuffer and particles entirely.
-This should enable some truely phadt fps.
-The only place it will look strange is with the prisons.
-Fixed that by emulating the Efx::Burn function with pixicles if the fire particles were turned off.
-Experimented again with using FireSpawners (added sound too, like prisons), but decided against it. Too much fire with multiple explosions.
-This will however rock like hell if I want to make a game that uses napalm.
-A shell can explode, preparing firespawners all around within it's blast radius. After a certain period, these can simultaneously
start burning / sounding. Things will have to collide against the fire buffer, but this is simple. Could even rate damage depending
on what "intensity" of fire that was collided against.
-Found some great menu sounds and replaced the old ones. Even removed the need for the toggle sound.
-Added invalid sound to shop menu when you try to buy an upgrade you can't buy (can't afford or maxed out).
-Fixed the hud's target icons, they were still the old versions.
-Added another "proffser" feature.
-When the MenuState destructs, it waits until all sounds have stopped playing before exiting. This removes all annoying static and scrapes
in the sound system.
-Also, I fixed soundcontainer to stop all channels of a sound before deleting the object. This helps as well, but the above is cooler
since it lets the entire sample play to the end before exiting. It feels softer, more buffered.
-Not sure about the blasting, since it's only a few weapons that use it. Could still be of tactical importance though.
-Stroked powerup bitmaps, looks much better.
-Also, made them do a sinus bob in y axis, and this really did the trick. Sweet.
00:00:00 up2 LOG
-Added Blast to MegaMap again. It was pretty cool to have it with small blasters (8x8), and may be of some use tactically.
-Bombs, missiles and bounce should blast big holes, as well as colliding with the ground.