Category Archives: Programming

Software Blitting Part 3

If we have a typical PNG of size, say, 100×100, then we can easily refer to a specific pixel as 44, 02, if we want the forty fourth pixel from the right, on the second┬áline. Unfortunately it’s not quite that … Continue reading

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Software Blitting part 2

Computer graphics are made up of pixels, and pixels are made up of colour channels, specifically Red, Green, and Blue (and Alpha, but we’re not worried about that). You combine all three of those channels to form the colour that … Continue reading

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Software Blitting Part 1

About a week ago my trusty Microsoft Ergonomic Keyboard broke, and I was forced to use my laptops native keyboard. I somehow managed to be productive during this time, but today my new keyboard came in the mail. So I … Continue reading

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Commonalities

A few posts back I was writing about things that I’ll change for the next game that I make. One of those was the increased use of structs, especially if there is a lot of repeated code. Today and yesterday … Continue reading

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Miscellaneous

Kind of a cheat category. Lack of bugs, menus functional and consistent with the tone of the game, low or non-existent loading times, small footprint on the hard-drive. These things all improve the quality of a game, but I found … Continue reading

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Monochrome Programming: Bugs

PROGRAMMING PART 4 – Bugs, Miscellaneous Not everything that compiles actually works, and I got my share of bugs, from serious and irritating, to completely trivial. There are categories of bugs that I got that are not listed here, but … Continue reading

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Monochrome Programming: Finite State Machines, Repeated Code, and Version Control

PROGRAMMING PART 3 The first time anyone played Monochrome, then called Squares Game, the game would simply start up as soon as it was launched, and the user had better be prepared to instantly start dodging things. That’s ridiculous of … Continue reading

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