NoodleKnight pushed me to write another blog entry, so here I am, I guess.
As the title indicates, I’m not quite dead yet, and, surprisingly neither is Nekohime. It’s just in continual development hell. ^^; I just do some personal programming for it every now and then.
For the most part, the coding hasn’t been much of a challenge in actual programming, though design is a bit different. Mainly, balancing simple code that might have inherent shortcomings versus complex code that is hard to work out. My current problem involves synchronization of sprite frames and movement based on time. While what I have pretty much works out fine, the fact that I know that it’s technically not completely synchronized grates on my conscious. I originally avoided some of the complications with a startAt() method, so I’m possibly looking at getFrameAt() and getLocationAt() to solve the problem. Of course, the trade-off for synchronization is the lag due to the processing; instead of one being off 10 units of time with the off by 5, they’ll both be off by 10 units of time. … Not quite an improvement I’d hope for…
I’ll probably just do what I’ve been doing for now (5/10 lag instead of 10/10 lag), as the design is modular enough that I can improve that bit of code or even tweak the interface or implementation fairly painlessly.
Lately, I’ve been getting some new ideas in my head, too. First being the adventures of Eldeen, and the second being related to me currently watching Slayers NEXT. (The Slayers series, by the way, is something I really should have watched a long time ago.)
Too bad they’re both still a bit too fuzzy to work out. Maybe with some more time.
RK wishes kiryuu=rekka and arai would come back sometime soon, as it’s kinda’ painful to get into a lot of stuff they recommend only for them to not show up again…
Spark: v0.0.5.1