Elysian Shadows
All posts with the tag: homebrew

Z Layering/Buffering Predicament

Mentlegen, the last thing left before we are ready to enter the era of art-driven level creation and gameplay development is allowing the player to transition between z layers. Tyler and I did a considerable amount of whiteboarding on the subject the other day, and we believed that we had worked it all out:

Warning: fuck-ugly programmer art incoming! ;)

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ESTkv1.5.3.SA Internal Patch Release

In the two weeks since I had released ESTkv1.5.3 internally, the Toolkit has received a shitload of usage from Tyler and the rest of the team. Within a few days, Tyler found a list of several bugs/nuances with the new release. We spent the weekend developing side-by-side, breaking the Toolkit while fixing the Toolkit. I wound up resolving all of the issues we found within the first couple of days... However, I was to be having a septoplasty within the next week. We figured with me taking a week off to recover, I could also add some trendy new features that we had both been whiteboarding in time to make the patch release. So in the interest of maintaining our momentum and taking one for the team, I had my surgery and spent the week writing code while high on painkillers. I will affectionately refer to this patch release as the ESTk "Opioid" build. Please don't try this at home, kids...

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CompositeStateContainer, Adderall, and More Broken Promises

Originally posted by Arce (Marcel Girgis) in our Private Development forum on 6.17.11.

Jarrod, thanks for the post. I'm glad to see you in these parts, and you're one of the few developers out there whose encouragement truly makes me want to get off my ass and work. 

Now, before we start rubbing cocks, let me hit everyone with another update!

This is simply a code Update, but I've got several issues to address. I really liked my FAQ style post the other day, as it made my ideas flow easier (and thus less work on myself to keep everyone updated!) 

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