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Carrying On.. Blog
3rd December 2016

Developments


Yesterday I started the task of recreating the entirety of my AGameAWeek Monkey-X Framework.

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A complete Redo-From-Start.
I've literally got rid of everything, and am rewriting the lot.
Yesterday was spent getting the basic Sprite Routine into place.
Years of learning Monkey has enabled me to do things in a slightly more organised fashion, this time, and as soon as I've managed to actually get the bloomin things to work, I should hopefully find that most of the sprites run a little smoother, and I can get a lot more onscreen, this time.
.. Hopefully.

I've also scrapped my "Three sizes of art" stuff.
When I was targeting low-spec Android and iOS devices, that seemed to make more sense.
But nowadays most Android devices tend to do HD at the very least, and iOS's Retina displays even outsize standard HD!!
As such, sod that, I no longer need it.

I'll probably still over-size my art, though, since I can't be 100% certain that sprites will remain crisp as high-resolutions. Some Android devices, no matter how much you tell them otherwise, seem intent on smoothing out small sprites, and I don't want blurry looking Platdude all over the screen!!

But that's all yet to come.
First, I really need to figure out why nothing at all is happening onscreen.
.. Hmm..

Daily Doodle : Getting a Ticket



Platdude's off on another adventure.
Wherever will he end up, this time?

Misc..


Today, we put up the Tree.
A festive treat to see.
With Baubles and Tinsel and Fairies with Glee
Exhaustive work to me.


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