Saturday, February 27, 2010

Well into Beta

I've released the first Beta of TileMax and boy what an awakening that was.  People will always use your system for something completely unexpected which of course introduces errors that you didn't screen for and usually ends up adding a few methods to support better.  But hey, all for the improvement of the system right!

So now I've moved back to the TileSystem since I think its going to be the big "difference" between TileMax and other frameworks and its also the coolest part of them all.  Its all compiling and I can run both the editor and the sample2 demo which is great, but I want to transform actors into sprites (which in itself is a search-replace operation) but then i want to use a particle as its screen-presence which pretty much means I have to rework all the parameter references in the actor code to store and modify particle attributes.  Such is the life of the indie coder lol.  The other bit I want to complete is allowing a flexible number of layers instead of a fixed number and let the system user decide which layer the collision layer should be.

Enough for now..





 

No comments:

Post a Comment