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    devember 6th

    Sunday, 2015-12-06 in devlog about #gamedev, #devember, #devember2015, #hourofcode, #objc, #spritekit, #isometric
    Lighting broke yesterday because initialization code was moved into the wrong place. Sigh. Now we have working scene lighting again.

    devember 5th

    Saturday, 2015-12-05 in devlog about #gamedev, #devember, #devember2015, #hourofcode, #objc, #spritekit, #isometric
    Coding on the train today. WASD movement and simple dynamic lighting. For some reason lighting broke when making more sane spritenode tree structure.

    devember 4th

    Saturday, 2015-12-05 in devlog about #gamedev, #devember, #devember2015, #hourofcode, #objc, #spritekit, #isometric
    Support for layered sprites on base tiles, for dynamic objects being displayed on top of floor tiles. Click to teleport player sprite to a tile.

    devember 3rd

    Thursday, 2015-12-03 in devlog about #gamedev, #devember, #devember2015, #hourofcode, #objc, #spritekit, #isometric
    Isometric coordinate transforms between tile grid positions and screen space sorted out. We can now display a z-sorted grid of floor tiles on screen, and pick tiles in the grid via screen coordinates.

    devember 2nd

    Wednesday, 2015-12-02 in devlog about #gamedev, #devember, #devember2015, #hourofcode, #objc, #spritekit, #isometric
    Restructured most code from yesterday. Primitive tilemap setup.
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  • Calle Englund
  • [email protected]
  • notCalle
  • @[email protected]
Random development ramblings, maybe.