<?xml version="1.0" encoding="utf-8"?>
<rss version="2.0"><channel><title>fuzzy notepad</title><link>https://eev.ee/</link><description></description><lastBuildDate>Mon, 31 Jan 2022 21:15:00 -0800</lastBuildDate><item><title>Monday Night Itch #1: Mystery Trap Adventure</title><link>https://eev.ee/blog/2022/01/31/monday-night-itch-1-mystery-trap-adventure/</link><description>&lt;p&gt;&lt;strong&gt;Welcome&lt;/strong&gt; to Monday Night Itch, a harebrained scheme to encourage folks to play more non-&lt;span class="caps"&gt;AAA&lt;/span&gt; games by adding a touch of social gamification.  I thought I would be tweeting my adventures here, but I just had an experience so profound it can only be captured within a blog post.&lt;/p&gt;
</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Eevee</dc:creator><pubDate>Mon, 31 Jan 2022 21:15:00 -0800</pubDate><guid isPermaLink="false">tag:eev.ee,2022-01-31:/blog/2022/01/31/monday-night-itch-1-mystery-trap-adventure/</guid><category>blog</category><category>games</category><category>monday night itch</category></item><item><title>Goodbye, Pearl</title><link>https://eev.ee/blog/2022/01/25/goodbye-pearl/</link><description>&lt;p&gt;&lt;div class="prose-full-illustration"&gt;&lt;img alt="Pearl laying on carpet, bathed in a sunbeam that highlights her peach fuzz" src="/media/2022-01-goodbye-pearl/pearl-radiant.jpg"/&gt;&lt;/div&gt;&lt;/p&gt;
&lt;p&gt;A Chronicling of the Lyfe and Times of one Miss Pearl Twig Woods, who has Passed at a Young Age from Troubles of the Heart.  She is survived by Anise, her Arch Nemesis; Cheeseball, her Adoptive Ruffian; and Napoleon, her Star-Crossed Suitor for Whom she Longed from Afar.&lt;/p&gt;
</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Eevee</dc:creator><pubDate>Tue, 25 Jan 2022 22:57:00 -0800</pubDate><guid isPermaLink="false">tag:eev.ee,2022-01-25:/blog/2022/01/25/goodbye-pearl/</guid><category>blog</category><category>cats</category><category>pearl</category><category>personal</category><category>eulogy</category></item><item><title>Recommended GZDoom settings</title><link>https://eev.ee/blog/2021/12/11/recommended-gzdoom-settings/</link><description>&lt;p&gt;&lt;a href="https://zdoom.org/index"&gt;GZDoom&lt;/a&gt; is the fanciest way to play Doom.  Unfortunately, it has also historically been difficult to recommend to newcomers, because its default settings are…  &lt;em&gt;questionable&lt;/em&gt;.&lt;/p&gt;
&lt;p&gt;Conspicuously, for over a decade, it defaulted to traditional Doom movement keys (no &lt;span class="caps"&gt;WASD&lt;/span&gt;) and no mouselook.  I am &lt;em&gt;overjoyed&lt;/em&gt; to discover that this is no longer the case, and it plays like a god damn &lt;span class="caps"&gt;FPS&lt;/span&gt; out of the box, but there are still a few twiddles that need twiddling.  Mostly the texture filtering.  Christ, the texture filtering.&lt;/p&gt;
&lt;p&gt;Anyway GZDoom has a lot of options, so here is a handy list of the important ones.  There are fewer than I expected, which is good.&lt;/p&gt;
</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Eevee</dc:creator><pubDate>Sat, 11 Dec 2021 18:58:00 -0800</pubDate><guid isPermaLink="false">tag:eev.ee,2021-12-11:/blog/2021/12/11/recommended-gzdoom-settings/</guid><category>blog</category><category>tech</category><category>doom</category></item><item><title>Gamedev from scratch 1: Scaffolding</title><link>https://eev.ee/blog/2021/01/26/gamedev-from-scratch-1-scaffolding/</link><description>&lt;p&gt;Welcome to part 1 of this narrative series about writing a complete video game from scratch, using the &lt;span class="caps"&gt;PICO&lt;/span&gt;-8.  This is actually the second part, because in this house (unlike Lua) we index from 0, so if you’re new here you may want to consult the introductory stuff and table of contents in &lt;a href="https://eev.ee/blog/2020/11/30/gamedev-from-scratch-0-groundwork/"&gt;part zero&lt;/a&gt;.&lt;/p&gt;
&lt;p&gt;If you’ve been following along, welcome back, and let’s dive right in!&lt;/p&gt;
</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Eevee</dc:creator><pubDate>Tue, 26 Jan 2021 18:27:00 -0800</pubDate><guid isPermaLink="false">tag:eev.ee,2021-01-26:/blog/2021/01/26/gamedev-from-scratch-1-scaffolding/</guid><category>blog</category><category>tech</category><category>gamedev</category></item><item><title>Eevee gained 3367 experience points</title><link>https://eev.ee/blog/2021/01/24/eevee-gained-3367-experience-points/</link><description>&lt;p&gt;Eevee grew to level 34!&lt;/p&gt;
&lt;p&gt;I super almost forgot to write one of these!&lt;/p&gt;
&lt;p&gt;What a very, very long year.  I went back through my dev journal to see what I’d done and could not believe most of this happened in the past year.  Even stuff from August feels like it must have been at least a year ago.&lt;/p&gt;
</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Eevee</dc:creator><pubDate>Sun, 24 Jan 2021 11:35:00 -0800</pubDate><guid isPermaLink="false">tag:eev.ee,2021-01-24:/blog/2021/01/24/eevee-gained-3367-experience-points/</guid><category>blog</category><category>birthday</category><category>personal</category></item><item><title>Cherry Kisses, on Steam</title><link>https://eev.ee/release/2020/11/30/cherry-kisses-on-steam/</link><description>&lt;div class="prose-full-illustration"&gt;
&lt;img alt="Cherry Kisses title screen, showing Cerise at a counter" src="https://eev.ee/media/release/cherry-kisses.png"/&gt;
&lt;/div&gt;
&lt;p&gt;🔗 &lt;a href="https://store.steampowered.com/app/1259530/"&gt;&lt;strong&gt;Steam release&lt;/strong&gt;&lt;/a&gt;&lt;br/&gt;
🔗 &lt;a href="https://eevee.itch.io/cherry-kisses"&gt;&lt;strong&gt;itch release&lt;/strong&gt;&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;Whoops!  I meant to write about this when it originally came out, &lt;em&gt;in April&lt;/em&gt;, but never quite got around to collecting my thoughts.  Here is a very rushed subset of them.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;The game is extremely &lt;span class="caps"&gt;NSFW&lt;/span&gt;&lt;/strong&gt;, but the commentary below is not.&lt;/p&gt;
</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Eevee</dc:creator><pubDate>Mon, 30 Nov 2020 16:44:00 -0800</pubDate><guid isPermaLink="false">tag:eev.ee,2020-11-30:/release/2020/11/30/cherry-kisses-on-steam/</guid><category>release</category><category>tech</category></item><item><title>Gamedev from scratch 0: Groundwork</title><link>https://eev.ee/blog/2020/11/30/gamedev-from-scratch-0-groundwork/</link><description>&lt;p&gt;You may recall that I once had the ambitious idea to write a book on game development, walking the reader through making simple games &lt;em&gt;from scratch&lt;/em&gt; in a variety of different environments, starting from simple level editors and culminating in some “real” engine.&lt;/p&gt;
&lt;p&gt;That never quite materialized.  As it turns out, writing a book is a huge slog, publishers want almost all of the proceeds, and LaTeX is an endless rabbit hole of distractions that probably consumed more time than actually writing.  Also, a book about programming with no copy/paste or animations or hyperlinks kind of sucks.&lt;/p&gt;
&lt;p&gt;I thus present to you Plan B: a series of blog posts.  This is a narrative reconstruction of a small game I made recently, &lt;a href="https://eev.ee/release/2020/05/10/star-anise-chronicles-oh-no-wheres-twig/"&gt;Star Anise Chronicles: Oh No Wheres Twig??&lt;/a&gt;.  It took me less than two weeks and I kept quite a few snapshots of the game’s progress, so you’ll get to see a somewhat realistic jaunt through the process of creating a small game from very nearly nothing.&lt;/p&gt;
&lt;p&gt;And unlike your typical programming tutorial, I can &lt;em&gt;guarantee&lt;/em&gt; that this won’t get you as far as a half-assed Mario clone and then abruptly end.  The game has original art and sound, a title screen, an ending, cutscenes, dialogue, &lt;span class="caps"&gt;UI&lt;/span&gt;, and more — so this series will necessarily cover how all of that came about.  I will tell you why I made particular decisions, mention planned features I cut, show you the tradeoffs I made, and confess when I made life harder for myself.  You know, all the stuff you &lt;em&gt;actually go through&lt;/em&gt; when doing game development (or, frankly, any kind of software development).&lt;/p&gt;
&lt;p&gt;The target audience is (ideally) anyone who knows what a computer is, so hopefully you can follow along no matter what your experience level. Enjoy!&lt;/p&gt;
&lt;hr/&gt;
&lt;p&gt;This is &lt;strong&gt;part zero&lt;/strong&gt;, and it’s mostly introductory stuff.  Please don’t skip it!  I promise there’s some meat in the latter half.&lt;/p&gt;
</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Eevee</dc:creator><pubDate>Mon, 30 Nov 2020 14:58:00 -0800</pubDate><guid isPermaLink="false">tag:eev.ee,2020-11-30:/blog/2020/11/30/gamedev-from-scratch-0-groundwork/</guid><category>blog</category><category>tech</category><category>gamedev</category></item><item><title>Lexy’s Labyrinth</title><link>https://eev.ee/release/2020/09/26/lexys-labyrinth/</link><description>&lt;div class="prose-full-illustration"&gt;
&lt;img alt="Screenshot of a small tile-based puzzle with a number of different elements, taken from CCLP1" src="https://eev.ee/media/release/lexys-labyrinth/lexys-labyrinth.png"/&gt;
&lt;/div&gt;
&lt;p&gt;🔗 &lt;a href="https://c.eev.ee/lexys-labyrinth/"&gt;&lt;strong&gt;Lexy’s Labyrinth&lt;/strong&gt;&lt;/a&gt;&lt;br/&gt;
🔗 &lt;a href="https://github.com/eevee/lexys-labyrinth"&gt;&lt;strong&gt;Source code on GitHub&lt;/strong&gt;&lt;/a&gt;&lt;br/&gt;
🔗 itch.io later&lt;/p&gt;
&lt;p&gt;Here is Lexy’s Labyrinth, a web-based Chip’s Challenge emulator.&lt;/p&gt;
&lt;p&gt;It’s easy to get into and mostly speaks for itself, so here is a story.&lt;/p&gt;
</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Eevee</dc:creator><pubDate>Sat, 26 Sep 2020 19:28:00 -0700</pubDate><guid isPermaLink="false">tag:eev.ee,2020-09-26:/release/2020/09/26/lexys-labyrinth/</guid><category>release</category><category>gamedev</category></item><item><title>fox flux, three years later</title><link>https://eev.ee/dev/2020/08/04/fox-flux-three-years-later/</link><description>&lt;p&gt;I&amp;#8217;m working on a video game!  Like, a serious&amp;nbsp;one.&lt;/p&gt;
&lt;h2 id="the-past"&gt;&lt;a class="toclink" href="#the-past"&gt;The&amp;nbsp;past&lt;/a&gt;&lt;/h2&gt;
&lt;p&gt;I wrote &lt;a href="https://eevee.itch.io/fox-flux"&gt;the original game&lt;/a&gt; (very slightly &lt;span class="caps"&gt;NSFW&lt;/span&gt;) for my own &amp;#8220;horny&amp;#8221; game jam, &lt;a href="https://itch.io/jam/strawberry-jam"&gt;Strawberry Jam&lt;/a&gt; (more likely to be &lt;span class="caps"&gt;NSFW&lt;/span&gt;), way back in February&amp;nbsp;2017.&lt;/p&gt;
&lt;p&gt;You play as Lexy, my shameless Floraverse self-insert, who owns an enchanted collar that (among other things) makes her basically indestructible and allows her to easy to transform into&amp;#8230;  whatever, given some kind of sensible trigger.  And then you do some puzzle-platforming to collect &amp;#8220;strawberry hearts&amp;#8221; and gain access to new areas, much of which (surprise!) involves getting turned into&amp;nbsp;things.&lt;/p&gt;
&lt;p&gt;For example, this chain-link fence blocks&amp;nbsp;you:&lt;/p&gt;
&lt;div class="prose-full-illustration"&gt;
&lt;img src="https://eev.ee/dev/media/fox-flux/jam-example-fence.png" alt="Screenshot of the player being stuck on one side of a fence"&gt;
&lt;/div&gt;

&lt;p&gt;But if you let that green blob in the grass turn you into slime, you can walk right through&amp;nbsp;it.&lt;/p&gt;
&lt;div class="prose-full-illustration"&gt;
&lt;img src="https://eev.ee/dev/media/fox-flux/jam-example-fence-slime.png" alt="Screenshot of the same area, but the player is now green slime and free to pass through the fence"&gt;
&lt;/div&gt;

&lt;p&gt;There are also spikes, which you get stuck on if you land on them&amp;#8230;  but slime can walk right through them, glass can stand on top of them, and stone outright destroys them.  And so on.  As a jam game, it&amp;#8217;s not very expansive, but many of the puzzle elements interact differently with many of the handful of Lexy variants, which provided enough potential to make eight&amp;nbsp;levels.&lt;/p&gt;
&lt;h3 id="post-jam"&gt;&lt;a class="toclink" href="#post-jam"&gt;Post-jam&lt;/a&gt;&lt;/h3&gt;
&lt;p&gt;The jam game was rough, but I really liked the concept and wanted to expand on it.  I spent a good chunk of the summer of 2017 on it, but it was a struggle.  I was still fairly new to pretty much every aspect of actually creating a game — I&amp;#8217;d only been drawing for two years, I&amp;#8217;d sometimes hit big gaps in the design with no idea how to fill them, and I wasn&amp;#8217;t yet entirely comfortable with complex physics or shaders.  The art in particular was a huge problem; it took me a long time to produce sprites that I was only passably happy with.  My spouse Ash is an artist, and we&amp;#8217;ve made several games together where they produced all the art, but this was &lt;em&gt;my&lt;/em&gt; idea and I was determined to draw it&amp;nbsp;myself.&lt;/p&gt;
&lt;p&gt;Then 2018 hit, which was a whole entire mess, and I didn&amp;#8217;t really touch fox flux at all for over a year.  I made a couple of other games with Ash, some finished, some not, and kept drawing&amp;nbsp;intermittently.&lt;/p&gt;
&lt;p&gt;I returned to fox flux for the middle of 2019, and decided&amp;#8230;  I&amp;#8217;m not sure what I decided, exactly.  I guess I&amp;#8217;d gotten better at all the things that had been difficult for me before, so I set about trying to improve every aspect of the game at&amp;nbsp;once.&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;
&lt;p&gt;I realized the (many, &lt;em&gt;many&lt;/em&gt;) improved sprites I&amp;#8217;d drawn in 2017 were not actually very good, and drew a new Lexy design from scratch that absolutely blew me away&amp;#8230;  which meant throwing away all the existing&amp;nbsp;art.&lt;/p&gt;
&lt;/li&gt;
&lt;li&gt;
&lt;p&gt;I&amp;#8217;d come up with a few new things for Lexy to turn into, each of which altered her behavior pretty significantly, and her code was becoming a spaghetti disaster.  So I spent some time completely refactoring actors into bags of components, which I was unsure about until very recently and which ended up breaking pretty much every single object in the game, sometimes in subtle&amp;nbsp;ways.&lt;/p&gt;
&lt;/li&gt;
&lt;li&gt;
&lt;p&gt;I decided to add water, which unraveled into a whole pile of decisions and&amp;nbsp;problems.&lt;/p&gt;
&lt;/li&gt;
&lt;li&gt;
&lt;p&gt;I tried to make consistent or interesting physics for pushing things (e.g. wooden crates), and that became a &lt;em&gt;nightmare&lt;/em&gt;.  I easily spent weeks on this, trapped in a cycle of finding some edge case that couldn&amp;#8217;t be fixed without considerably expanding what I was simulating, struggling to do that expansion while keeping all the basic stuff working, and then finding a new and different edge&amp;nbsp;case.&lt;/p&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;Did I mention that I tried to do all of these things at the same time, while &lt;em&gt;also&lt;/em&gt; trying to nail down the design of a game that&amp;#8217;s naturally prone to a combinatoric explosion of&amp;nbsp;interactions?&lt;/p&gt;
&lt;p&gt;At a certain point it just felt hopeless.  I&amp;#8217;d poured easily over a year into this game, and all I had to show for it was a jumbled pile of stuff that didn&amp;#8217;t work, strewn about a couple test maps that didn&amp;#8217;t even contain any&amp;nbsp;puzzles.&lt;/p&gt;
&lt;h2 id="the-present"&gt;&lt;a class="toclink" href="#the-present"&gt;The&amp;nbsp;present&lt;/a&gt;&lt;/h2&gt;
&lt;p&gt;I don&amp;#8217;t know what happened, exactly.  I&amp;#8217;d given up on the heavily-simulated push physics last year, at least, so that wasn&amp;#8217;t so much of a concern any more.  But I still had a mess.  I&amp;#8217;d long since written &lt;code&gt;git status&lt;/code&gt; off as&amp;nbsp;unusable.&lt;/p&gt;
&lt;p&gt;Until this past month, when I sat down and just started powering through the mess.  One by one, I fixed the serious breakages that the component refactor had caused.  I dedicated a day or two just to figuring out water physics, put a little more thought into it, and ended up with something that looks and plays quite nicely.  I finished redrawing basic Lexy, and even added frames I hadn&amp;#8217;t had&amp;nbsp;before.&lt;/p&gt;
&lt;p&gt;I think the difference was&amp;#8230;  fear.  I&amp;#8217;d previously hesitated &lt;em&gt;so much&lt;/em&gt;, both in the art and the gnarlier code.  It was such a struggle to get something working &lt;em&gt;at all&lt;/em&gt; that changing it in any way was terrifying — what if I broke it and couldn&amp;#8217;t even get it back to how it&amp;#8217;d&amp;nbsp;been?&lt;/p&gt;
&lt;p&gt;I don&amp;#8217;t know how to describe exactly how this felt, and I also don&amp;#8217;t know how to explain what changed.  It was like a switch flipped.  I think it started when I drew new dirt tiles, and it didn&amp;#8217;t even take that long, and I &lt;em&gt;loved&lt;/em&gt; them.  I&amp;#8217;ve always had a hard time drawing terrain, and for once I just sat down and did it and it came out well and it looked like &lt;em&gt;mine&lt;/em&gt;, like my style, which was a thing I hadn&amp;#8217;t even really grasped I have before.  After that I just cranked out a mountain of new sprite art, faster and better than anything I&amp;#8217;d done before.  Like I&amp;#8217;d been accumulating &lt;span class="caps"&gt;XP&lt;/span&gt; over the past few years and just now decided to spend it all on levelling&amp;nbsp;up.&lt;/p&gt;
&lt;p&gt;Over the past six weeks, I&amp;nbsp;have:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Redesigned the&amp;nbsp;terrain&lt;/li&gt;
&lt;li&gt;Vastly improved the&amp;nbsp;palette&lt;/li&gt;
&lt;li&gt;Completely finished redrawing&amp;nbsp;Lexy&lt;/li&gt;
&lt;li&gt;Redesigned the &lt;span class="caps"&gt;HUD&lt;/span&gt;&lt;/li&gt;
&lt;li&gt;Mocked up a new dialogue&amp;nbsp;layout&lt;/li&gt;
&lt;li&gt;Drawn a new&amp;nbsp;font&lt;/li&gt;
&lt;li&gt;Drawn and implemented new consistent level&amp;nbsp;entrances&lt;/li&gt;
&lt;li&gt;Animated a treasure chest opening&amp;nbsp;cutscene&lt;/li&gt;
&lt;li&gt;Animated getting a&amp;nbsp;key&lt;/li&gt;
&lt;li&gt;Added a completely new tally at the end of a&amp;nbsp;level&lt;/li&gt;
&lt;li&gt;Added transitions for entering and leaving&amp;nbsp;levels&lt;/li&gt;
&lt;li&gt;Added swimming&amp;nbsp;behavior&lt;/li&gt;
&lt;li&gt;Redrawn the old gecko as a much more visible&amp;nbsp;bananalizard&lt;/li&gt;
&lt;li&gt;Animated the hearts and several other&amp;nbsp;pickups&lt;/li&gt;
&lt;li&gt;Ported the original forest levels to use all the new&amp;nbsp;stuff&lt;/li&gt;
&lt;li&gt;I don&amp;#8217;t even know there has been just so&amp;nbsp;much&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;Just look at the style evolution!  God&amp;nbsp;damn.&lt;/p&gt;
&lt;div class="prose-full-illustration"&gt;
&lt;img src="https://eev.ee/dev/media/fox-flux/style-evolution.png" alt="Three versions of Lexy in dirt tiles; over time, the style becomes more colorful and relies on stronger shapes and silhouettes"&gt;
&lt;/div&gt;

&lt;p&gt;Here&amp;#8217;s that same level from&amp;nbsp;above:&lt;/p&gt;
&lt;div class="prose-full-illustration"&gt;
&lt;img src="https://eev.ee/dev/media/fox-flux/deluxe-example-fence.png" alt="Slime Lexy once again passing freely through the fence, but using newer assets"&gt;
&lt;/div&gt;

&lt;p&gt;A lot of the last few weeks went towards level transitions, which previously&amp;#8230;  kind of worked.  They were always a hasty jam hack that I never liked; there was a quick screen fade when going through a door, there was barely any notion of being &amp;#8220;in a level&amp;#8221; vs not, and the game even counted the fucking hearts in a level on the fly the first time you entered it.  It was all very&amp;nbsp;silly.&lt;/p&gt;
&lt;p&gt;&lt;em&gt;But now&lt;/em&gt; (please pardon the occasional frame drops from my screen&amp;nbsp;recorder):&lt;/p&gt;
&lt;div class="prose-full-illustration"&gt;
&lt;img src="https://eev.ee/dev/media/fox-flux/level-loop.gif" alt="GIF of Lexy entering a level with a transition, collecting candy, exiting with another transition, and seeing the level tally"&gt;
&lt;/div&gt;

&lt;p&gt;I finally feel like I&amp;#8217;m making some real progress.  I finally feel like this could be something I take seriously, that it could be a &lt;em&gt;real game&lt;/em&gt;, something more than half an hour long.  At some point it just became an absolute joy to look at and run around&amp;nbsp;in.&lt;/p&gt;
&lt;h3 id="the-idea"&gt;&lt;a class="toclink" href="#the-idea"&gt;The&amp;nbsp;idea&lt;/a&gt;&lt;/h3&gt;
&lt;p&gt;The basic concept is the same, but I want to add some structure to it.  The jam game was four single-room levels you could tackle in any order without much guidance, then another set of the same.  Which is fine, but doesn&amp;#8217;t give me much wiggle room in the&amp;nbsp;design.&lt;/p&gt;
&lt;p&gt;In the full game, levels will contain not just hearts, but also a treasure (a la Wario Land 3), some amount of candy (usable at the &lt;em&gt;shop&lt;/em&gt; to buy &lt;a href="https://twitter.com/foxfluxDELUXE/status/1289626941637550083"&gt;&lt;em&gt;things&lt;/em&gt; of &lt;em&gt;some description&lt;/em&gt;&lt;/a&gt;), and an explicit exit.  The overworld will function a bit more like a world map, and though you&amp;#8217;ll still need to collect N hearts to get to the next zone, there may sometimes be obstacles that can only be overcome by finding the right treasure in a&amp;nbsp;level.&lt;/p&gt;
&lt;p&gt;I also intend to give Lexy some active abilities, for example this blown kiss (recorded with older art) that can toggle pink objects between two&amp;nbsp;states:&lt;/p&gt;
&lt;div class="prose-full-illustration"&gt;
&lt;img src="https://eev.ee/dev/media/fox-flux/kiss.gif" alt="Lexy blows a kiss towards a pink brick wall, which changes it into a pink grating"&gt;
&lt;/div&gt;

&lt;p&gt;I even have a plot in mind!  The jam game had only a teeny tiny&amp;nbsp;one.&lt;/p&gt;
&lt;h2 id="the-future"&gt;&lt;a class="toclink" href="#the-future"&gt;The&amp;nbsp;future&lt;/a&gt;&lt;/h2&gt;
&lt;p&gt;Ash is currently busy with their own game, so I think this is gonna be The Thing I Do for a while.  To that end, I&amp;#8217;m in the middle of setting up some&amp;nbsp;infrastructure:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;A dedicated &lt;a href="https://twitter.com/foxfluxDELUXE"&gt;Twitter&amp;nbsp;account&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;An &lt;a href="https://eevee.itch.io/fox-flux-deluxe"&gt;itch.io&amp;nbsp;page&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;A &lt;a href="https://discord.gg/8aBpBQW"&gt;Discord&amp;nbsp;channel&lt;/a&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;Also, I recently created a &lt;em&gt;secret&lt;/em&gt; Discord channel on the same server, where I intend to do planning and design work that I&amp;#8217;m not ready to make public yet!  Spoilers will abound, but if you&amp;#8217;re interested and okay with that, you can get in by pledging at least $4 on &lt;a href="https://www.patreon.com/eevee"&gt;Patreon&lt;/a&gt; and letting me know to give you the role.  (I don&amp;#8217;t use Patreon&amp;#8217;s native Discord integration because it does rude things like forcibly rejoin you to the server even if you manually&amp;nbsp;leave.)&lt;/p&gt;
&lt;h3 id="specific-priorities"&gt;&lt;a class="toclink" href="#specific-priorities"&gt;Specific&amp;nbsp;priorities&lt;/a&gt;&lt;/h3&gt;
&lt;p&gt;I&amp;#8217;d like to finish porting the old levels over to new artwork, the new level infrastructure, etc.  It&amp;#8217;d make for a nice little Patreon demo or something, it gives me a milestone with pretty clear goals, and it&amp;#8217;ll leave me with at least a small palette of puzzle elements that I &lt;em&gt;know&lt;/em&gt; work&amp;nbsp;correctly.&lt;/p&gt;
&lt;p&gt;I&amp;#8217;d like to write about what I&amp;#8217;m doing sometimes on this dang blog.  I&amp;#8217;ve found that structured writing is really, really, &lt;em&gt;really&lt;/em&gt; hard when my head is a mess, and it has been extremely a mess for the last two and a half years (sorry), but jotting down what I&amp;#8217;m already doing should be much easier than the more elaborate posts I&amp;#8217;ve written, which need research and tooling and&amp;nbsp;whatnot.&lt;/p&gt;
&lt;p&gt;I have a good handful of puzzle elements — some of which even work — and a bunch of ideas for more, but I haven&amp;#8217;t actually tried &lt;em&gt;building levels&lt;/em&gt; since I made the original game!  That&amp;#8217;s kind of the important part, so I&amp;#8217;d love to do some of it now that the dust is finally&amp;nbsp;settling.&lt;/p&gt;
&lt;p&gt;I still have some design decisions to make, though they&amp;#8217;re getting trickier since I&amp;#8217;ve already decided all the easy stuff.  But I&amp;#8217;ll save that for the generous folks who give me four dollars, I&amp;nbsp;guess.&lt;/p&gt;
&lt;h3 id="the-elephant-in-the-room"&gt;&lt;a class="toclink" href="#the-elephant-in-the-room"&gt;The elephant in the&amp;nbsp;room&lt;/a&gt;&lt;/h3&gt;
&lt;p&gt;So.  As I mentioned at the beginning, this game was originally made for a &amp;#8220;horny&amp;#8221; game jam.  Given that it&amp;#8217;s mostly platforming, you might be wondering why that is.  I already feel like I&amp;#8217;m crossing the streams somehow by even mentioning this on this blog, so I&amp;#8217;ll try very hard not to get &lt;span class="caps"&gt;TMI&lt;/span&gt;&amp;nbsp;here.&lt;/p&gt;
&lt;p&gt;I have a foot in &amp;#8220;&lt;span class="caps"&gt;TF&lt;/span&gt;&amp;#8221; (transformation) kink circles, and one thing that&amp;#8217;s always struck me about that subculture is how much of it is completely non-sexual.  You can find no end of artwork of, say, someone being turned into one of those inflatable pooltoys — where both the artist and the audience are obviously having a good time with it — yet with no hint of sexual elements whatsoever.  It&amp;#8217;s a form of sexuality that doesn&amp;#8217;t need to be sexual at&amp;nbsp;all.&lt;/p&gt;
&lt;p&gt;I started Strawberry Jam because I wanted to see some adult games that were more creative with their gameplay.  Much of the genre consists of otherwise regular games that occasionally show you some explicit artwork, and while that&amp;#8217;s a perfectly fine way to design a game, I felt that the medium surely had more potential.  It turns out that a non-sexual fantasy kink works wonders as a gameplay element; rather than just giving you a picture, the game takes a concept and has you &lt;em&gt;experience it yourself&lt;/em&gt;, even figure out by experimentation how it&amp;#8217;s altered the way you interact with the&amp;nbsp;world.&lt;/p&gt;
&lt;p&gt;This puts me in a slightly awkward position.  I do, genuinely &lt;em&gt;and platonically&lt;/em&gt;, love these kinds of gameplay themes!  I adore changes in how you perceive or interact with a world — the dark world in Metroid Prime 2, the time reversal in Braid, the &amp;#8220;dimension&amp;#8221; swapping in Quantum Conundrum, etc.  I think this is a great concept that anyone can have a good time with, and I feel like this game is a love letter to the Wario Land&amp;nbsp;series.&lt;/p&gt;
&lt;p&gt;At the same time, I do &lt;em&gt;also&lt;/em&gt; appreciate the kink inspiration.  Even Lexy&amp;#8217;s collar was originally conceived as a gimmick I could use for drawing adult artwork.  The jam game contains a lot of suggestive dialogue, since Lexy herself also appreciates the kink aspect.  And that was a lot of fun to write, and I&amp;#8217;m sure it enhanced the experience for other folks with similar&amp;nbsp;leanings.&lt;/p&gt;
&lt;p&gt;But this is such a good concept that I want it to be playable as &lt;em&gt;just&lt;/em&gt; a regular puzzle-platformer as well.  I think it would have fairly broad appeal, and I don&amp;#8217;t want to hamstring myself by totally fucking weirding people out when it dawns on them that &amp;#8220;oh the dev is kinda Into This huh&amp;#8221;.  And yet I don&amp;#8217;t want to completely sterilize the game, either, because&amp;#8230;  well, ultimately, it&amp;#8217;s my game and I &lt;em&gt;like&lt;/em&gt; the suggestive&amp;nbsp;parts.&lt;/p&gt;
&lt;p&gt;This is a tough line to draw, and I&amp;#8217;m not yet sure how to do it.  I&amp;#8217;ve considered just making alternative dialogue that you can opt into when you start the game, but given that Lexy already speaks differently depending on what form she&amp;#8217;s in, I have no idea how feasible that&amp;nbsp;is.&lt;/p&gt;
&lt;p&gt;I don&amp;#8217;t know how to gauge this.  I&amp;#8217;ve always been up to my armpits in the side of the internet that just posts porn and talks about sexuality casually, whereas I&amp;#8217;m dimly aware that most people see sexuality as this completely distinct part of life that you hide in a small box, far away from the eyes of polite society.  But maybe I&amp;#8217;m overestimating that?  Does anyone actually care if the protagonist of a game comments &amp;#8220;hey this is hot&amp;#8221; about something weird but&amp;nbsp;innocuous?&lt;/p&gt;
&lt;p&gt;Or maybe that&amp;#8217;s exactly where the line is.  I remember Nier: Automata, a game that is all too happy to show off the protagonist&amp;#8217;s immaculately-rendered ass, which is clearly meant for the enjoyment of both the creator and the players.  But nobody comments on it &lt;em&gt;within the game&lt;/em&gt;, which makes it seem incidental, somehow.  I can&amp;#8217;t explain why that is, and it feels slightly dishonest to&amp;nbsp;me.&lt;/p&gt;
&lt;p&gt;Am I overthinking this?  If you&amp;#8217;re &lt;em&gt;not&lt;/em&gt; involved in any kind of kink circles and played the original jam game, I&amp;#8217;m curious to hear how it read to you.  Was it at all uncomfortable, like perhaps the game was expecting you to heavily empathize with a feeling you don&amp;#8217;t share at all?  Or does putting that feeling on a &lt;em&gt;character&lt;/em&gt;, rather than aiming it at the human player, make it something you can easily shrug off?  The full game will have more stuff going on, so there should be lots more dialogue that &lt;em&gt;isn&amp;#8217;t&lt;/em&gt; solely about Lexy&amp;#8217;s feelings, if that&amp;nbsp;helps.&lt;/p&gt;
&lt;hr /&gt;
&lt;p&gt;Hm, I thought I would have more to say here!  I have a lot of ideas, but only a handful of them are implemented yet, and I guess it&amp;#8217;s hard to show what a game will be like before most of it&amp;nbsp;works.&lt;/p&gt;
&lt;p&gt;I hope this is enough to whet some appetites, at least!  I haven&amp;#8217;t been excited like this about &lt;em&gt;anything&lt;/em&gt; in far too&amp;nbsp;long.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Eevee</dc:creator><pubDate>Tue, 04 Aug 2020 13:50:00 -0700</pubDate><guid isPermaLink="false">tag:eev.ee,2020-08-04:/dev/2020/08/04/fox-flux-three-years-later/</guid><category>dev</category><category>tech</category><category>gamedev</category></item><item><title>Rowling is dangerously wrong</title><link>https://eev.ee/blog/2020/06/11/rowling-is-dangerously-wrong/</link><description>&lt;p&gt;I read &lt;span class="caps"&gt;J.K.&lt;/span&gt; Rowling’s &lt;a href="https://www.jkrowling.com/opinions/j-k-rowling-writes-about-her-reasons-for-speaking-out-on-sex-and-gender-issues/"&gt;essay&lt;/a&gt;.&lt;/p&gt;
&lt;p&gt;I regret doing so.&lt;/p&gt;
&lt;p&gt;Here are some thoughts.  Trans readers, brace yourselves, especially if you didn’t read the original.&lt;/p&gt;
&lt;p&gt;Some help came from &lt;a href="https://twitter.com/Carter_AndrewJ/status/1270787941275762689"&gt;Andrew James Carter’s response thread&lt;/a&gt;, which has many more citations but feels less compelling to a general audience to me.&lt;/p&gt;
</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Eevee</dc:creator><pubDate>Thu, 11 Jun 2020 11:15:00 -0700</pubDate><guid isPermaLink="false">tag:eev.ee,2020-06-11:/blog/2020/06/11/rowling-is-dangerously-wrong/</guid><category>blog</category><category>personal</category><category>culture</category><category>gender</category></item><item><title>Star Anise Chronicles: Oh No Wheres Twig??</title><link>https://eev.ee/release/2020/05/10/star-anise-chronicles-oh-no-wheres-twig/</link><description>&lt;div class="prose-full-illustration"&gt;
&lt;img alt="Title and logo for the game" src="https://eev.ee/media/release/anise-wheres-twig.png"/&gt;
&lt;/div&gt;
&lt;p&gt;🔗 &lt;a href="https://eevee.itch.io/anise-wheres-twig"&gt;&lt;strong&gt;Play it&lt;/strong&gt; on itch.io&lt;/a&gt;&lt;br/&gt;
🔗 &lt;a href="https://www.lexaloffle.com/bbs/?pid=76397"&gt;&lt;strong&gt;Play it&lt;/strong&gt; on the &lt;span class="caps"&gt;PICO&lt;/span&gt;-8 &lt;span class="caps"&gt;BBS&lt;/span&gt;&lt;/a&gt; (where you can also download the cart and view the source code)&lt;/p&gt;
&lt;p&gt;&lt;em&gt;(I originally drafted this just after publishing the game, but then decided to start a &lt;a href="https://eev.ee/blog/2020/11/30/gamedev-from-scratch-0-groundwork/"&gt;whole series about its development&lt;/a&gt; and wasn’t sure what to do with this!  But it’s solid and serves a different purpose, so here it is.)&lt;/em&gt;&lt;/p&gt;
&lt;p&gt;It’s been a while, but I made another &lt;a href="https://www.lexaloffle.com/pico-8.php"&gt;&lt;span class="caps"&gt;PICO&lt;/span&gt;-8&lt;/a&gt; game!  It’s a little platformer with light puzzling, where you help Star Anise find his best friend Branch Commander Twig.  It’s only half an hour long at worst, and it’s even playable on a phone!&lt;/p&gt;
&lt;p&gt;This is the one-and-a-halfth entry in the Star Anise Chronicles series, which after several false starts, finally kicked off over Christmas with a…  uh…  &lt;a href="https://eevee.itch.io/anise-escape-despair"&gt;interactive fiction game&lt;/a&gt;.  Expect the series to continue with even more whiplash-inducing theme shifts.&lt;/p&gt;
&lt;p&gt;More technical considerations will go in the “gamedev from scratch” series, but read on for some overall thoughts on the design.  Both contain &lt;strong&gt;spoilers&lt;/strong&gt;, of course, so I do urge you to play the game first.&lt;/p&gt;
</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Eevee</dc:creator><pubDate>Sun, 10 May 2020 21:54:00 -0700</pubDate><guid isPermaLink="false">tag:eev.ee,2020-05-10:/release/2020/05/10/star-anise-chronicles-oh-no-wheres-twig/</guid><category>release</category><category>gamedev</category></item><item><title>Old CSS, new CSS</title><link>https://eev.ee/blog/2020/02/01/old-css-new-css/</link><description>&lt;p&gt;I first got into web design/development in the late 90s, and only as I type this sentence do I realize how long ago that was.&lt;/p&gt;
&lt;p&gt;And boy, it was horrendous.  I mean, being able to make stuff and put it online where other people could see it was pretty slick, but we did not have very much to work with.&lt;/p&gt;
&lt;p&gt;I’ve been taking for granted that &lt;em&gt;most&lt;/em&gt; folks doing web stuff still remember those days, or at least the decade that followed, but I think that assumption might be a wee bit out of date.  Some time ago I encountered a &lt;a href="https://twitter.com/keinegurke_/status/1162309192855822339"&gt;tweet&lt;/a&gt; marvelling at what we had to do without &lt;code&gt;border-radius&lt;/code&gt;.  I still remember waiting with bated breath for it to be unprefixed!&lt;/p&gt;
&lt;p&gt;But then, I suspect I also know a number of folks who only tried web design in the old days, and assume nothing about it has changed since.&lt;/p&gt;
&lt;p&gt;I’m here to tell &lt;em&gt;all&lt;/em&gt; of you to get off my lawn.  Here’s a history of &lt;span class="caps"&gt;CSS&lt;/span&gt; and web design, as I remember it.&lt;/p&gt;
</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Eevee</dc:creator><pubDate>Sat, 01 Feb 2020 23:21:00 -0800</pubDate><guid isPermaLink="false">tag:eev.ee,2020-02-01:/blog/2020/02/01/old-css-new-css/</guid><category>blog</category><category>tech</category></item><item><title>Eevee gained 3169 experience points</title><link>https://eev.ee/blog/2020/01/14/eevee-gained-3169-experience-points/</link><description>&lt;p&gt;Eevee grew to level 33!&lt;/p&gt;
</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Eevee</dc:creator><pubDate>Tue, 14 Jan 2020 09:05:00 -0800</pubDate><guid isPermaLink="false">tag:eev.ee,2020-01-14:/blog/2020/01/14/eevee-gained-3169-experience-points/</guid><category>blog</category><category>birthday</category><category>personal</category></item><item><title>Advent calendar 2019</title><link>https://eev.ee/release/2019/12/01/advent-calendar-2019/</link><description>&lt;div class="prose-full-illustration"&gt;
&lt;img alt="Calendar of things I made during December, with little screenshots" src="https://eev.ee/media/release/advent2019.png"/&gt;
&lt;/div&gt;
&lt;p&gt;🔗 &lt;a href="https://c.eev.ee/advent-2019/"&gt;&lt;strong&gt;Advent calendar&lt;/strong&gt;, with links to individual projects&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;Happy new year!&lt;/p&gt;
&lt;p&gt;For December, I had the absolutely ludicrous idea to do an advent calendar, whereupon I would make and release a thing &lt;em&gt;every day&lt;/em&gt; until Christmas.&lt;/p&gt;
&lt;p&gt;It didn’t go quite as planned!  But some pretty good stuff still came out of it.&lt;/p&gt;
</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Eevee</dc:creator><pubDate>Sun, 01 Dec 2019 19:48:00 -0800</pubDate><guid isPermaLink="false">tag:eev.ee,2019-12-01:/release/2019/12/01/advent-calendar-2019/</guid><category>release</category><category>tech</category></item><item><title>Doom text generator</title><link>https://eev.ee/release/2019/12/01/doom-text-generator/</link><description>&lt;div class="prose-full-illustration"&gt;
&lt;img alt="Screenshot of a generator with controls for the font, color, scale, and alignment" src="https://eev.ee/media/release/doom-text-generator.png"/&gt;
&lt;/div&gt;
&lt;p&gt;🔗 &lt;a href="https://c.eev.ee/doom-text-generator/"&gt;&lt;strong&gt;Doom text generator&lt;/strong&gt;, locally hosted&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;I’ve been mad my &lt;em&gt;entire life&lt;/em&gt; that one of these didn’t seem to exist.  ZDoom can print arbitrary text, of course, but only if you fuck around writing and compiling an &lt;span class="caps"&gt;ACS&lt;/span&gt; script or whatever!  There’s no console command for it! Outrageous!!!&lt;/p&gt;
&lt;p&gt;So I finally made this.  It took like ten hours, which I have to say, is fucking incredible.&lt;/p&gt;
</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Eevee</dc:creator><pubDate>Sun, 01 Dec 2019 19:48:00 -0800</pubDate><guid isPermaLink="false">tag:eev.ee,2019-12-01:/release/2019/12/01/doom-text-generator/</guid><category>release</category><category>doom</category></item><item><title>Goodbye, Twigs</title><link>https://eev.ee/blog/2019/10/26/goodbye-twigs/</link><description>&lt;p&gt;&lt;div class="prose-full-illustration"&gt;&lt;img alt="Twigs lounging in a cat tree, while a bright sunbeam illuminates him from behind" src="/media/2019-10-goodbye-twigs/twigs-beautiful-sunbeam.jpg"/&gt;&lt;/div&gt;&lt;/p&gt;
&lt;p&gt;I did not expect my return to writing to be like this.&lt;/p&gt;
&lt;p&gt;Twigs, our nine-year-old sphynx cat, has died.&lt;/p&gt;
&lt;p&gt;He is survived by Pearl, his lovely niece; Anise, his best friend and sparring partner; Cheeseball, his wrestling protégé; and Napoleon, his oldest and dearest friend.&lt;/p&gt;
</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Eevee</dc:creator><pubDate>Sat, 26 Oct 2019 20:12:00 -0700</pubDate><guid isPermaLink="false">tag:eev.ee,2019-10-26:/blog/2019/10/26/goodbye-twigs/</guid><category>blog</category><category>cats</category><category>twigs</category><category>personal</category><category>eulogy</category></item><item><title>Weekly roundup: Somewhere</title><link>https://eev.ee/dev/2019/10/02/weekly-roundup-somewhere/</link><description>&lt;p&gt;I would not say I&amp;#8217;ve been having a &lt;em&gt;great&lt;/em&gt;&amp;nbsp;time.&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;fox flux&lt;/strong&gt;: I fixed some bugs with pushing on flat ground, and did a bunch of&amp;nbsp;math.&lt;/li&gt;
&lt;/ul&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Eevee</dc:creator><pubDate>Wed, 02 Oct 2019 10:00:00 -0700</pubDate><guid isPermaLink="false">tag:eev.ee,2019-10-02:/dev/2019/10/02/weekly-roundup-somewhere/</guid><category>dev</category><category>status</category></item><item><title>Weekly roundup: Foglights</title><link>https://eev.ee/dev/2019/09/22/weekly-roundup-foglights/</link><description>&lt;p&gt;Hello!!  This is just the year of endless interruptions.  I switched medication and I&amp;#8217;m &lt;em&gt;functional&lt;/em&gt;, but I think I have withdrawal from going off the &lt;em&gt;old&lt;/em&gt; stuff, so I&amp;#8217;ve been a little spacey for about a week.  Hoping it passes soon!  Also some other distractions happened.  But in the meantime I&amp;#8217;ve been drawing a&amp;nbsp;lot.&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;
&lt;p&gt;&lt;strong&gt;art&lt;/strong&gt;: I&amp;#8217;ve been joining Ash&amp;#8217;s commission streams for the past week or so and mostly doodling porn, but after doing that for a while, I decided I should try coloring stuff again, so now I&amp;#8217;m doing that also.  Definitely need the practice, but really enjoying seeing myself produce more finished work again.  I guess I could go put some of that work in the canonical place,&amp;nbsp;too.&lt;/p&gt;
&lt;/li&gt;
&lt;li&gt;
&lt;p&gt;&lt;strong&gt;blog&lt;/strong&gt;: I did a &lt;em&gt;whole bunch of work&lt;/em&gt; on a blog post which is going to be preposterously long, but hey, what a way to come back.  Hoping to finish it by the end of the month, if I can get my brain working&amp;nbsp;again.&lt;/p&gt;
&lt;/li&gt;
&lt;li&gt;
&lt;p&gt;&lt;strong&gt;alice&lt;/strong&gt;: Still writing for&amp;nbsp;this&amp;#8230;&lt;/p&gt;
&lt;/li&gt;
&lt;/ul&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Eevee</dc:creator><pubDate>Sun, 22 Sep 2019 19:06:00 -0700</pubDate><guid isPermaLink="false">tag:eev.ee,2019-09-22:/dev/2019/09/22/weekly-roundup-foglights/</guid><category>dev</category><category>status</category></item><item><title>Weekly roundup: All that glistens</title><link>https://eev.ee/dev/2019/09/12/weekly-roundup-all-that-glistens/</link><description>&lt;ul&gt;
&lt;li&gt;
&lt;p&gt;&lt;strong&gt;fox flux&lt;/strong&gt;: I&amp;#8217;ve been kind of taking a break from physics, but I did have some ideas about how extrinsic velocity could work, got them working for a conveyor belt, and then extended the same concept to a rough rework of pushing.  It works surprisingly well given how little time I spent on it, so that&amp;#8217;s very&amp;nbsp;promising.&lt;/p&gt;
&lt;/li&gt;
&lt;li&gt;
&lt;p&gt;&lt;strong&gt;gleam&lt;/strong&gt;: I put together the first production &lt;span class="caps"&gt;VN&lt;/span&gt; with it, and although I had to cheat and hand-edit a bit, &lt;span class="caps"&gt;GLEAM&lt;/span&gt; grew a bunch of useful stubs of features along the way!  It&amp;#8217;s getting there.  Also I discovered a fascinating edge case in Firefox when you have 800 images visible but all but one of them have zero&amp;nbsp;opacity.&lt;/p&gt;
&lt;/li&gt;
&lt;/ul&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Eevee</dc:creator><pubDate>Thu, 12 Sep 2019 11:16:00 -0700</pubDate><guid isPermaLink="false">tag:eev.ee,2019-09-12:/dev/2019/09/12/weekly-roundup-all-that-glistens/</guid><category>dev</category><category>status</category></item><item><title>Weekly roundup: Waste not, want not</title><link>https://eev.ee/dev/2019/09/05/weekly-roundup-waste-not-want-not/</link><description>&lt;p&gt;Wee bit late, but I&amp;#8217;ve been&amp;nbsp;busy.&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;
&lt;p&gt;&lt;strong&gt;fox flux&lt;/strong&gt;: I wrote some push physics tests, now that it&amp;#8217;s possible to do that.  Removed some old obsolete garbage I&amp;#8217;ve hated for like a year, hooray.  And then I got stuck in a horrible loop of coming up with a new idea for how to do pushing, realizing it won&amp;#8217;t work in some case, making a thousand notes, rinse and&amp;nbsp;repeat.&lt;/p&gt;
&lt;p&gt;I can&amp;#8217;t even fall back to spriting, because my tablet broke!&amp;nbsp;Argh.&lt;/p&gt;
&lt;/li&gt;
&lt;li&gt;
&lt;p&gt;&lt;strong&gt;doom&lt;/strong&gt;: I made &lt;a href="https://eevee.itch.io/wastenot"&gt;WasteNot&lt;/a&gt;, a ridiculous ZDoom mod that tracks how much ammo/health/armor you lose by grabbing items when you&amp;#8217;re close to the max amount you can carry.  Also I put some Doom stuff on Itch and the landing page&amp;nbsp;here.&lt;/p&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;Very exciting week.  I spent a lot of it exhausted, after rushing to invert my sleep schedule in not very much&amp;nbsp;time.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Eevee</dc:creator><pubDate>Thu, 05 Sep 2019 08:14:00 -0700</pubDate><guid isPermaLink="false">tag:eev.ee,2019-09-05:/dev/2019/09/05/weekly-roundup-waste-not-want-not/</guid><category>dev</category><category>status</category></item></channel></rss>