The white text over the barrels are the fuel. The green to cyan to red to green is the temperature. Currently, the threshold for the barrels is set to 1500 fake degrees, so once it reaches 1500, it starts burning. When a barrel’s temperature is close to the threshold (about 75%), it starts radiating […]
Hey peeps. As you may know, I wanted to create an eBook to teach entity component systems. Well, it won’t happen. The project is cancelled, the eBook won’t see the light of day. I am not closing down the blog, I’m just stopping this project. If you’re still interested in ECS, here’s the cool news: I’ve […]
In my last post, I hinted at a way to manage textfields with Tiled. I also said to prepare yourself, because your pants would get blown away. Well, did you remove them? ‘Cause they’re about to explode.
Littera, dudes. This is one of those innocent looking webapps that blow my mind by their usefulness and ease of use (ease of usefulness?) It all started when I needed a better font than Arial for my retro/pixel/end-of-80’s Roguelike game. At first I thought there would be a way to package the font with the game, […]
You’ve read it, heard it, and seen it a hundred times before, but I’ll say it again: Tools are great. – by anonymous … or something like that. This leads me to the next point: IDEs are tools. – by common logic And good tools, well used, make for good results. I also have another saying: […]
Terrible. Terrible terrible. The first thing I thought when I saw AngularJS directives was “holy HOLY!”, then I promptly screamed in agony. Nothing too dramatic, you know. So directives are like WebComponents. I get that. They are damn useful. I get that. They are even friggin’ composable. I get that mucho bueno senorita Angularita. What […]
This is Part 2. Here’s Part 1 of the series. The Magical World of Entities and Components Hello and welcome back for the next iteration in this ECS adventure. You’ll learn about how I chose to make components, tied to the same entity, talk together. I believe this is the coolest part. You’ll need: Phaser.Signal […]