by John | Feb 12, 2024 | DevBlog
I’ve been using constructor functions, already: function my_func() contructor { value_1 = 0; value_2 = 0; init = function(val_1,val_2) { value_1 = val_1; value_2 = val_2; } } // calling as: my = new my_func(); my.init(1,2); I was chatting about with GPT and it pointed...
by John | Jan 30, 2024 | DevBlog
After all the junk I’ve coded, I decided it would be a decent idea to look at the profiler and memory usage. In so doing, I found a leak! Ugh. I also found a few places that were running even when the game was paused. Doh. The profiler is your friend…just sayin’....
by John | Jan 19, 2024 | DevBlog
Subspace is done. It was really done yesterday, but I felt the urge to smooth out the code, do a little documenting, and adjust the feel. I’m happy with how it turned out. At some point, assuming I ever get around to allowing many more jump points, I’ll have to see...
by John | Jan 18, 2024 | DevBlog
Still messing around with the subspace stuff. This one has been a bit trickier than the hyperspace and jump code, mostly because I wanted it to look/feel different than the other too. Have a little pizzaz, ya know? Progress Worked on subspace stuff. Changed it so the...
by John | Jan 17, 2024 | DevBlog
There was a problem where the jump wasn’t updating the tracking component in the map selector. Surprised I’d not seen this before. That’s the difference between testing your latest code and testing the actual game. Gotta do both, dammit! While mucking with that, I...